Hoplite Warrior

The Hoplite is a heavily armed foot soldier trained in sports and warfare since childhood. The Hoplite is the Xanthian elite, mobile, heavy infantry. They work in organized squads of 10-12 and act independent of the main, traditional military force. In times of organized war, Hoplite squads band together to form larger divisions to oppose enemy forces. Traditionally, Hoplite soldiers move about the Dragonspine mountains opposing threats as they are discovered. Many Hoplite squads have also been deployed to guard the main valley which allows access from Xanthios to the Wild Lands.  
Role
​Hoplites are often the military force for the cities in Xanthios, serving both in armies of conquest and as defenders of their cities. They may also see action when acting as guards for trading ventures, while on patrol around the city, or when escorting officials or ambassadors to another city. They never serve as mercenaries unless their city has agreed to perform such services for a foreign power or for another city-state or unless their former city has been destroyed. They exist to preserve the autonomy, pride, and culture of their city-state. Hoplites never gain followers and set up no strongholds. They rise one rank in the army for every three levels above the first they attain up to the tenth (1st-3rd level: infantry, 4th-6th level: captain, 7th-9th level: commander). At 10th level, one can be elected a general (yes, this is different than the traditional ranks). The chance is 2% for each point of the Hoplite’s Charisma. Every time the Hoplite attains a new level after this, the chance is rerolled, adding 5% for each level over 10th. Example: A character with a Charisma of 12 has a 24% chance of becoming a general upon reaching 10th level. At 11th level, there is a 29% chance; at 12th level, he has a 34% chance, and so on. ​
 
Distinctive Appearance
None
 
Special Benefits
​Hoplites are easily recognized by the device of their city, which is painted on their shields. They are regarded favorably in their home city and in those cities which are its allies. People are more friendly, more likely to give them information, and more likely to charge reasonable prices or agree to barter with them so long as they wear the ”uniform” which identifies them. They gain a +1 benefit to all reaction rolls when in a friendly city.​
​Hoplites are usually part of the city’s army and, as such, may be immune to some prosecutions for their actions in behalf of the city. They may, of course, be subject to disciplinary actions from their superior officers or could even suffer ostracism if their misbehavior warrants it.  
Special Hindrances
​Hoplites are recognizable so long as they bear their city’s emblem on their shields. This causes them to suffer a -1 penalty to reaction rolls when dealing with or traveling through cities which are not allies of their home city-state.
In cities which are hostile to their city-state, the reaction roll penalty becomes a -2. If they represent a city-state which is ostensibly the ally of a city they are visiting, but which is actually perceived as a threat or is an unpopular overlord, the -2 penalty applies. Though they can easily dispense with the shield (and take the armor-class penalty), Hoplites are proud of their city and have a code of honor which makes them hesitant to do so unless the reason is overwhelming. Their honor is tied in with their city and the city’s patron deity.​

​They must always try to represent the ideals of bravery, willingness to die for their city, loyalty to their city and allies, and cunning. They take poorly to insults and insist upon the honor due themselves, their companions, and their city.​

​Hoplites are usually under the command of superior officers and must obey them if at all possible. Disobedience to the commands of an officer can never occur just to benefit Hoplites personally. They must have a good reason which benefits their city or its army. They are allowed, however, to question orders or discuss reasons why they should not have to obey them when the orders are not given in the heat of battle. If they believe they are right after hearing the arguments of their superior, they may either agree to obey the orders and file a notice of disagreement with the superior’s commander, or they may ask that the matter be settled by an officer of a higher rank than the original order giver. ​

Class
Fighter
 
Attribute Requirements
Strength 11 ​
 
Barred Beliefs
None
 
Race Requirement
None
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
​A Hoplite must spend two of his first four proficiency slots learning short sword and long spear. Any weapon specialization taken must be with one of these two weapons. As the Hoplite becomes eligible for more Weapon Proficiencies, other weapons may be chosen. ​
 
Recommended Weapon Proficiencies
None
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
History (Ancient) (especially Military History), Tactics
   
Equipment
​Hoplites must each spend money on the arms and armor of their profession: a bronze breastplate, helmet, and greaves, a short sword and long spear, and a hoplon (large) shield rimmed in bronze. If current money is insufficient for a breastplate, a Hoplite may buy a layered linen cuirass instead, but must upgrade to a breastplate as soon as he can afford it. A Hoplite may purchase any other equipment available and may keep any money not spent as starting funds. This reflects his generally affluent background. ​
 
Wealth Options
​3d4 x 10 gp ​
 
Homeland Terrain
None
 
Economic System
​None​

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