Hoplites

West of the Empire of Sitrane, a small, mountainous island hides a familiar, yet somehow alien race. Hoplites, as they are widely known, are in all respects, very similar to humans, save for the fact that, on top of their taller stature, they boast a pair of fluffy, rabbit ears, as well as a few other leporine traits.

### Hoplites are an Advanced Race, and as such, to play one you'll need to buy it from the Enjin.

#### **Physical Description**:

The most striking aspect of hoplites is that they are tall. You’ll be hard pressed to find a hoplite that doesn’t clear 6 feet, and that’s without counting the ears. Said ears are what at first sight differentiates them from humanity.

#### **Alignment and Religion**:

Despite their homeland leaning towards order, individual Hoplite come from all walks of life, and thus, can be of any alignment.

#### **Adventurers**:

Very few, as most are quite happy to stay in the Enclave to develop their finances and their bodies. It’s unusual for even trauma or tragedy to make Hoplites want to leave Oryctus altogether.

## Standard Racial Traits

* **Ability Score Modifiers**: Hoplites have a healthy mind and healthy body, but tend to be a bit scatterbrained. They gain +2 Strength, +2 Intelligence, and –2 Wisdom.
* **Type**: Hoplites are Humanoids
* **Size**: Hoplites are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Speed**: Hoplites have a base speed of 40 feet.
* **Languages**: Hoplites begin play speaking Common and Orite. Hoplite with high intelligence scores can choose to learn any language, except secret languages such as Druidic.

#### **Defense Racial Traits**

* **Lucky**: Hoplites gain a +1 Racial bonus to their saving throws

#### **Feat and Skill Racial Traits**

* **Skilled**: Hoplites gain a +2 racial bonus on Perception checks.
* **Banker’s Greed**: (2 RP) Hoplite gain a +2 bonus on Appraise checks to determine the price of goods containing precious metals, gemstones, or Similarly expensive Materials. They may also estimate to within the nearest silver any amount of gold they can see.

#### **Magical Racial Traits**

* **Magic of Oryctus**: Living in the Oryctus Enclave presents unique challenges every day, and the unstable magics present within all Hoplites enable them to overcome any such challenges. Once per day, Hoplite can cast one level 1 spell as a spell-like ability.

#### **Senses Racial Traits**

* **Low-light vision**: Hoplite can see twice as far as a race with normal vision in conditions of dim light..

#### **Other Racial Traits**

* **Unmatched Legs** (3RP): Hoplite are treated as if they were constantly under the effect of a Jump spell, with a caster level equal to half their character level.

## Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

* **Kicker**: Many have compared being kicked by a Hoplite to being hit with a tree trunk. Hoplites with this racial trait gain Improved Unarmed Strike for the purpose of kicking opponents. If they would gain increased unarmed damage from any source, they instead increase their damage dice by 1 step (1d3 to 1d4, 1d6 to 1d8). This racial trait replaces Unmatched Legs
* **Leporine Teeth** While most Hoplite only share their ears and increased heart rate with normal rabbits, some have protruding incisors, which they can use in times of desperation. Hoplite with this racial trait gain a natural bite attack that deals 1d4 damage. This racial trait replaces Skilled.
* **Combat Adaptability** Seeing as the Oryctus Enclave is filled with ape-shit drongoes, once per day Hoplite with this racial trait can gain the benefits of any combat feat for one minute as a move action. They may use this ability once per day, plus once more for every 6 character levels they have. This trait replaces Magic of Oryctus.
* **Big fuck-off Listeners** Hoplites have big, rabbit ears, this is fact. Some, however, take these to an absurd degree. Hoplites with big fuck-off listeners gain tremorsense out to a range of 30 feet. This racial trait replaces Magic of Oryctus
* **Thumper**: Some Hoplites aren’t the best at jumping, but their strong legs let them shake the earth to send messages over distance, as well as to knock enemies off balance. Once per day, as a standard action, Hoplites with this racial trait may thump the ground, staggering all enemies within 10 feet of the Hoplite unless they pass a fortitude save, with a DC equal to 10+1/2HD+STR or CON. Alternatively, they may thump the ground in specific patterns to send messages over vast overland distances, which may be picked up by trained individuals. All thumpers are considered trained, and all Hoplites may select this training in place of a language learned. This trait replaces Unmatched Legs
* **Snowborn** Rare Hoplites may have stark white hair and piercing red eyes. These Hoplite are closely attuned to the ever snowy peaks of Oryctus, and gain a +1 Caster level bonus to any spell or psionic power related to snow, ice, or that deals cold damage.This trait replaces Magic of Oryctus

(44 – 64 years)
(46 – 76 years)
(48 – 88 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

(6 ft. – 7 ft. 6 in.)
 Female
(6 ft. – 7 ft. 6 in.)
(140 – 230 lbs.)

## Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

* **Aegis:** Add +1/4 to the aegis’s customization points.
* **Alchemist** Add +1/2 to the alchemist’s bomb damage.
* **Antipaladin** Add +1/2 damage to the Antipaladin’s Touch of Corruption
* **Arcanist** Gain ⅙ of an Arcanist Exploit
* **Armiger** Gain +1/5 of a granted talent for 1 customized weapon. This talent must be from the Athletics sphere.
* **Armorist** Gain +1/6 of an arsenal trick.
* **Barbarian** Add a +½ bonus to the barbarian‘s trap sense.
* **Bard** Add +1 to the bard’s total number of bardic performance rounds per day.
* **Blacksmith** Increase the bonus granted when performing the Pack Straps maintenance by +1/4.
* **Bloodrager** Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.
* **Brawler** Gain a +1 bonus to the brawler’s CMD when resisting a trip or bull rush combat maneuver.
* **Cavalier** Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
* **Cleric** Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
* **Commander** +1/5 racial bonus to the Diplomacy skill.
* **Conscript** +1/5 to save DCs for Athletics sphere effects while using the run or jump movement modes.
* **Cryptic** The cryptic gains +1/6 of a new insight.
* **Dragoon:** +1/6 of an Extra Drake Power feat.
* **Dread** Add +1/2 to daily use of terrors.
* **Druid** Add a +1 bonus on wild empathy checks made to improve the attitude of Magical Beasts.
* **Elementalist** +1 foot to one movement type the elementalist possesses. In combat, this only has an effect for every five increases to the movement’s speed.
* **Eliciter** +1/3 bonus to saves against mind-altering effects.
* **Fey Adept** Increase shadowmark’s range by 5 feet.
* **Fighter** Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
* **Gunslinger** Add +¼ to the dodge bonus to AC granted by the nimble class feature
* **Harbinger** Add +1 foot of movement speed to the harbinger’s grim news movement modes.
* **Hedgewitch** Gain +1/6 of a new hedgewitch secret.
* **Hunter** The hunter’s animal companion gains a +¼ luck bonus on saving throws. If the hunter replaces her animal companion, the new animal companion gains this bonus.
* **Incanter** +1/6 of a metamagic feat.
* **Inquisitor** Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
* **Investigator** Increase the total number of points in the investigator’s inspiration pool by ⅓.
* **Kineticist** Gain a +1/4 bonus on damage rolls that apply the kineticist's elemental overflow bonus.
* **Mageknight** +1/6 bonus to all saving throws vs. magic. This stacks with the resist magic class feature.
* **Magus** Add +1/4 point to the magus’s arcane pool.
* **Marksman** Add +1/3 to damage rolls made with ranged or thrown weapons when expending focus on Psionic Shot.
* **Medium** Increase the bonus the medium gains from its seance boon by 1/3 point. This doesn't increase the bonus allies gain from shared seance.
* **Mesmerist** Increase the mesmerist's towering ego bonus by 1/3 point (to a maximum increase of +2).
* **Monk** Add +1/3 to the monk’s AC bonus class ability.
* **Mountebank** +1/2 damage on damage from a Destruction talent.
* **Mystic** Add +1/4 point of animus to the mystic’s starting animus pool at the beginning of combat.
* **Ninja** Gain +1/6 of a new Ninja trick.
* **Necros** +1/5 of a Scout sphere talent.
* **Occultist** Deal an additional 1/2 point of damage with focus powers.
* **Oracle** Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
* **Paladin** Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
* **Prodigy**Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
* **Psion** Choose one discipline talent gained at 1st level. Add 1/3 to the number of power points that power is treated as being augmented by. This is an exception to the rule that discipline talents cannot be augmented.
* **Psychic** Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.
* **Psychic Warrior** Add +1/2 to the psychic warrior’s manifester level when manifesting a path power
* **Rajah** The rajah and her entitled creatures gain a +1/4 bonus on perception checks.
* **Ranger** Add a +½ bonus on Perception and Survival checks
* **Reaper** +1/2 CL for the Protection sphere.
* **Rogue** Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
* **Samurai** Add +½ to the Samurai’s bonus to damage against targets of the Samurai’s challenge.
* **Scholar** Add +1/2 points of damage to the damage dealt by your flashbangs.
* **Sentinel** Gain +1/4 of an additional attack of opportunity per round.
* **Shaman** The shaman gains 1/6 of a new shaman hex.
* **Shifter** Reduce the attack roll penalties for secondary natural attacks by 1/8, to a minimum of 0. This stacks with benefits provided by the Multiattack feat.
* **Skald** Increase the skald’s total number of raging song rounds per day by 1.
* **Slayer** Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target.
* **Sorcerer** Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
* **Soulknife** The soulknife gains +1/6 of a new blade skill.
* **Soul Weaver** +1/4 an additional use of channel energy per day.
* **Striker** Gain +1/6 of a striker art.
* **Stalker** Gain 1/4 of a stalker art.
* **Summoner** Add +1 hit point or +1 skill rank to the summoner’s eidolon.
* **Swashbuckler** Increase the number of times per day the swashbuckler can use charmed life by ¼.
* **Symbiat** Gain a +1/4 bonus to all Perception and Sense Motive. This stacks with the ESP class feature.
* **Tactician** Add a +1/2 bonus on concentration checks when manifesting tactician powers.
* **Technician** Gain +1/8th of a new invention.
* **Thaumaturge** Gain +1/4 of a daily use of invocations.
* **Troubadour** Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
* **Vigilante** Gain 1/6 of a new Vigilante talent.
* **Vitalist** Gain +1/2 additional daily use of transfer wounds.
* **Warder** Add +1/4 to the bonus to AC granted by the warder’s aegis.
* **Warlord** Gain a +1/4 circumstance bonus on all d20 rolls made during a warlord’s gambit.
* **Warpriest** Gain +⅙ of a Bonus Combat Feat
* **Wilder** Add 1/4 power known from the wilder power list. This power must be at least one level below the highest power level the wilder can manifest.
* **Witch**: the witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
* **Wizard** Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
* **Wraith** Gain +1/6 of a new wraith haunt.
* **Zealot** Gain 1/4 of a new zealot conviction.

## Other Hoplite Options

#### Variant Hoplite Heritages.

Although many Hoplites follow the general model of the Hoplite, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. When using Hoplite as player characters, keep in mind that while some Hoplite have muddled and unidentifiable mixes of fiendish blood, others have particularly strong heritages tied to specific fiendish races.

Here are 3 different potential heritages for Hoplite PCs. From the rare

* **Alternate Skill Modifiers**: While most Hoplite gain a +2 racial bonus on Perception checks, those of the variant heritages listed below gain a modifier to different skills.

–2 Int
 Leporids
–2 Con
 Thebans
–2 Int