Age of Heroes
The peltast is a lightly armored skirmisher that specializes in thrown javelins and short spears, and he is unrivaled in their use. Peltasts can sling their javelins further, with greater force, and with greater accuracy than other javeliniers, and they are renowned for their lethal skill with a flung missile. In addition to being extremely capable skirmishers, peltasts make excellent scouts. They have the ability to move quickly over difficult terrain, and to do so with both stealth and efficiency. The peltast was feared for his skill with the javelin, and could inflict horrendous casualties on slower moving soldiers. This lethal skill is aptly demonstrated by the peltasts from the Agrianoi tribe, which served under Alexander the Great. The Agrianoi javeliniers were purported to sling javelins two hundred yards if the wind favored, or put an iron headed dart through a two-inch plank at point blank range. Unlike the hoplite, which composed the body of any Greek city-state’s military, peltast units were almost universally mercenary. So common was the peltast mercenary, that the word “peltast” eventually became a synonym for the word mercenary.
The peltast is a type of light skirmisher common in Archaic and Classical warfare. The peltast originated in the mountainous country of Thrace. His primary weapons were the javelin or short throwing spear, and a short sword or dagger as a secondary weapon. Being at most lightly armored, the peltast uses superior speed and range to keep his enemies at bay with a barrage of deadly accurate javelin fire.
Usually Zues, Ares, Apollo, or Artemis
Skill Points at 1st Level:
(2 + Int modifier) x 4.
Skill Points at Each Additional Level:
2 + Int modifier.
The Peltast class skills are:
- Acrobatics (Dex)
- Bluff (Cha)
- Climb (Str)
- Craft (Int)
- Escape Artist (Dex)
- Handle Animal (Cha)
- Knowledge (geo) (Int)
- Knowledge (nat) (Int)
- Perception (Wis)
- Profession (Wis)
- Ride (Dex)
- Search (Int)
- Sense Motive (Wis)
- Sleight of Hand (Dex)
- Stealth (Dex)
- Survival (Wis)
- Swim (Str)
Weapon and Armor Proficiency
A peltast is proficient with all simple and martial weapons and the Pelta shield but not with any armor. In addition, a peltast is considered proficient in the peltast javelin, and any feats he has that are specific to the javelin (Weapon Focus, Weapon Specialization, etc.) also apply to the peltast javelin. Peltasts from Greece are also proficient with the Heavy Corinthian Helm, which does not count as heavy armor for the purpose of any feat or ability when worn by a Peltast.
A Peltast may hold a number of javelins in his shield hand equal to 3 + his dexterity modifier, + half his Peltast level (rounded down, minimum of +1). These are treated as equipped weapons that must be drawn as normal to use in the throwing hand. A Peltast may have more on his person, but these must be wrapped up on his back and would require unpacking them to acquire more.
Peltast Javelin (New Exotic Weapon)
- Cost: 2 sd
- Damage: 1d6
- Critical: 19-20/x2
- Range Increment: 50ft
- Weight: 2 lbs
- Type: Pericing
Many peltast javelins had a thong bound around their shaft, which is utilized by the peltast to throw his javelins with greater force. When throwing such a javelin, the peltast grips the javelin lightly with the third and fourth fingers while the first and second are inserted into the loop of the thong. The thong adds greater leverage to the delivery, and improves on the mechanical effectiveness of the throw. Throwing in this manner also imparts greater spin to the javelin, increasing its accuracy.
A peltast relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the peltast’s turn. This extra damage increases as the peltast levels. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The peltast must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Peltasts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. The peltast cannot use Skirmish if he is wearing any armor.
The peltast excels at rapid strikes and quick retreats, and is fleeter afoot than most. The peltast gains an additional 10 feet to his movement rate when wearing no armor. If the Peltast has any other ability that grants increased movement speed, this bonus goes down to +5.
The peltast gains a +1 bonus on initiative checks. This bonus increases by +1 for every two levels after 2nd level (to a maximum of +5 at 10th level).
A peltast gains the Quick Draw and Far Shot feats at 1st level.
Ranged Sneak Attack:
This ability gained at 2nd level, is as the Rogue ability of the same name, save that it only applies to ranged attacks with thrown weapons at targets within 15 ft. In addition, this ability does not stack with damage granted from skirmish, only one may be used in any given attack.
Starting at 2nd level, the peltast can hurl his javelins or spears with deadly force at the expense of accuracy. A peltast can subtract a number from his ranged attack rolls with thrown javelins and shortspears and add the same number to his ranged damaged roll. This ability works in the same manner as the Power Attack feat.
You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
If a Peltast with this ability succeeds on a Concentration check (DC 10 + number of threatening foes) before attempting to attack with a thrown weapon while in a threatened square, his thrown weapon attacks don’t provoke attacks of opportunity for 1 round. If the check fails, his opponents get attacks of opportunity as normal when she makes her attacks.
The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of ×4 instead of ×3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.
A Peltast with this ability may, as a standard action, throw two weapons at one or two targets within 30 feet. The character may apply his full Strength bonus to each weapon (instead of one-half her Strength bonus for the off-hand weapon). The normal penalties for fighting with two weapons apply (see page 160 of the Player’s Handbook). Ranged Sneak Attack and Skirmish bonus damage may not be applied to the second weapon.
A Peltast can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing no armor. A helpless Peltast does not gain the benefit of evasion.
The peltast excels at moving quickly over difficult terrain and receives the woodland stride ability.
The peltast has learned to exploit the weaknesses of shielded opponents, and can utilize his javelins and shortspears to hamper them severely. Whenever a peltast targets a foe using a shield made of any material other than metal with a thrown javelin or shortspear, and the foe blocks the attack using his shield defense check, the peltast forces his opponent to make a Reflex saving throw (DC = 10 + peltast’s level + peltast’s Dexterity modifier) to avoid the missile becoming stuck in his shield. A shield affected in this manner no longer grants its bonus to Shield Defense Checks and any armor check penalty associated with the shield doubles. Removing a javelin or shortspear from a shield requires a full round action and a DC 10 Strength check.
If you charge an opponent, you may make a ranged attack with a thrown weapon as well as a melee attack with another weapon that you draw during the charge. You may use this ability only if you have a throwing weapon in hand at the start of your turn. Both attacks must be made at the same opponent, and both receive the bonus on attack rolls for making a charge. (If you kill the enemy you’re charging with the thrown weapon, you complete the charge but don’t get a melee attack.) You must also follow all the requirements of making a charge. If you have the ability to make multiple attacks on a charge, you may make only one attack in addition to the thrown weapon attack. You still take the normal —2 penalty to Active Defense for making a charge attack.
When using a thrown weapon against a target of his size or larger, the character can make a single ranged touch attack instead of a normal attack as a full round action. If the attack hits, the peltast does not apply his Strength bonus to the damage.
The peltast has truly mastered his chosen weapon. He no longer suffers the –4 non-proficiency penalty when forced to use a javelin in melee. In addition, the damage die for javelins and short spears increases one step (from 1d6 to 1d8 for Medium sized peltasts).
Just before making a ranged attack, a Peltast with this ability can use a move action to make a Sleight of Hand check opposed by his target’s Spot check. If he wins the opposed check, his opponent is denied his Dexterity bonus to Active Defense against the attack
At 6th level, a number of times per round equal to his Intelligence modifier, the peltast may provide a +2 circumstance bonus as a free action to the next attack roll of a single ally made against a target that the peltast hits with a ranged attack made with a thrown weapon. The ally benefiting from this circumstance bonus must be designated when the thrown weapon hits; the peltast can treat himself as his own ally if needed. This attack must occur before the end of the peltast’s next turn.
When wearing no armor, a peltast with this ability can hurl a single thrown weapon at any point during a tumbling attempt as a standard action. If the result of his Tumble check is 25 or higher, the peltast does not provoke an attack of opportunity for making this attack regardless of how many opponents threaten him.
A Peltast with this ability may use a thrown weapon to make a trip attempt against an opponent farther than 5 feet away. The character makes a normal attack against the opponent with a thrown weapon. If the attack succeeds, in addition to doing damage as normal, the Peltast makes a Dexterity check with a +4 bonus opposed by the opponent’s Dexterity check or Strength check (whichever ability score has the higher modifier). Other modifiers may apply on this opposed check (see page 158 of the Player’s Handbook). If the Peltast wins the opposed check, the opponent is tripped. The benefit of this ability does not stack with the benefit of the Improved Trip feat.
Improved Shield Binder:
The Peltast hurls his missiles with such velocity that he can now pierce metal shields. Metal Shields can now be effected by the peltast’s shield binder ability.
The Peltast gains the benefit of the Snatch Arrows feat even if she does not meet the prerequisites.
The Peltast gains the Improved Critical feat for any thrown weapon with which he has Weapon Focus.
The Peltast gains the ability to threaten nearby areas with his Javelin, as if he were wielding a melee weapon when wearing no armor. He loses this special ability when fighting in medium or heavy armor. His Javelin functions as a reach weapon, threatening anything 10 feet away but not immediately adjacent to him. Any attacks of opportunity he receives because he threatens nearby areas are normal ranged attacks, and these count against his maximum number of attacks of opportunity per round.
The peltast can use a charge to make a thrown weapon attack. If he already has the Charging Hurler feat, he does not suffer any penalty to Active Defense when using a charge to make a thrown weapon attack; and if he possesses the Spring Attack feat, he may attack at any point during the charge and retreat back as part of the charge movement.
If throwing a piercing or slashing weapon as part of a charge, the peltast may impale the enemy with the weapon. An impaled enemy suffers an amount of bleed damage at the beginning of his round equal to the base damage dice of the weapon plus the weapon’s enhancement bonus; plus the bonus damage dice dealt on a hit by any weapon property that can apply to ranged weapons (like flaming, holy…), if any. An enemy can remove an impaled weapon as a move action, suffering the normal damage as if he began his round impaled by the weapon.