I haven't finished it's design yet but I'm working on a prestige class of similar nature to the Hoplites. I was wondering if anyone knows of a website that addresses a point system used to create Prestige Classes. Once I finish it I'll post it here and see what you all think of the class and whether it is too powerful or possibly to weak. Thanks for your help. Oh yeah, this is my first time posting so, hello to all.
~Tyonisius
Ok, here is the PrC thus far. It's still in the works so let me know what you think please as well as any changes you think should be made.
The Hoplite
Requirements:
Alignment: Any lawful.
Jump: 8 Ranks
Base Attack Bonus: +5
Feats: Weapon Focus (Longspear, Glaive, Ranseur, Duom, or Greatspear), Weapon Specialization(Longspear, Glaive, Ranseur, Duom, or Greatspear), Skill Focus (jump). (Weapon Focus and Weapon Specialization in another polearm-type weapon can be allowed at GM's discretion).
Special: The ability to use large weapons (in this case reach polearms) one handed. This can be through a feat such as Monkey Grip or through a racial ability(such as the Goliath's).
Hit Die: d10
Class Skills: Same as fighters, minus ride, plus intimidate, knowledge(warfare), profession(soldier), and wilderness lore.
Skill Point Gain: 4+Int Modifier
Weapon and Armor Proficiency: The Hoplite gains no additional weapon, armor, or shield proficiencies. His offensive abilities do not function with any weapon other than a polearm-type weapon (chosen at the DM’s discretion). None of the Hoplite's abilities work while wearing anything heavier than light armor (medium armor made of mithral still counts as light for this purpose).
Adaptive Polearm: Due to his extensive training in his polearm weapon, the Hoplite can use the polearm weapon he has weapon focus and weapon specialization in to attack enemies in adjacent squares.
Gouge: A Hoplite has the ability to bleed a creature damaged by her polearm weapon by twisting it once it has struck an opponent during an attack. The Hoplite can use this skillful attack once per round, but no more than once per level per day. The Hoplite must declare that she is using a gouge attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the Hoplite is forced to make a Fortitude saving throw (DC10 + the number of Hoplite levels + Strength modifier), in addition to receiving normal damage. If the saving throw fails, the opponent suffers damage equal to the Hoplite’s Strength modifier for a number of rounds equal to her Hoplite levels. The effects of gouge do not stack, an additional gouge on an opponent already affected by gouge would only reset the amount of time that the gouge lasts for. A Hoplite can only gouge a living creature with a discernable anatomy--undead, constructs, oozes, plants, and incorporeal creature lack blood to loose.
Improved Gouge: This increases the damage of the gouge ability to 2x the Strength modifier.
Impressive Leg Strength: This ability allows the Hoplite to add double his strength modifier to his jump checks instead of the usual + Str Modifier that the skill uses.
Fearless Resolve: Beginning at level 3, the Hoplite is immune to fear (magical or otherwise).
Fleet of Foot: Due to the nature of the Hoplite, having to travel from battle to battle on foot, the speed of the Hoplite is increased. At level 3 this grants the Hoplite the Run Feat. Every 2 levels there after it increases the Hoplites movement speed by +5 feet.
Leaping Thrust: As part of a charge, the Hoplite can jump at the opponent and thrust his polearm at the end of the charge. This attack deals additional damage based upon the roll on the Jump Check and a -2 to AC of the Hoplite in addition to the normal benefits and disadvantages to charging (therefore the Hoplite would gain a +2 to attack bonus and a -4 to AC). If the Hoplite's jump check result is a 20 or less the Leaping Thrust is unsuccessful and the attack roll automatically misses but the Hoplite still suffers the minus to AC. A roll of 21-25 deals an additional 1d6 damage, 26-30 deals an addition 2d6 damage, etc. This damage occurs even if the creature is not normally affected by critical hits, sneak attack, etc. due to the fact that the extra damage is due to the momentum of the attack (forward and falling) and not due to hitting a critical area. This charge must be done in a straight line, despite any other feats the Hoplite may have that allows him to turn. See the chart below for clarification.
Soldier's Fortune: At level 5, a Hoplite applies her Charisma modifier (if positive) as a bonus to all saving throws. This bonus does not stack with the Divine Grace ability of the Paladin or similar abilities.
Twirling Polearm: This ability functions just as the whirlwind feat as long as the Hoplite is wielding a polearm even if the Hoplite does not meet the prerequisites for Whirlwind.
Mighty Twirling Polearm: Before I state what this skill does I want to put a picture in your mind. When I see a Hoplite performing a whirlwind attack with his polearm I see him grabbing it near the end of the shaft and twirling it, slightly above his head with the weapon angled downward, so the blade would bite at the enemies surrounding the Hoplite. This feat functions like a Whirlwind attack combined with a Bull Rush attempt in theory. Basically, he twirls the weapon above his head in a whirlwind attack, and those stuck by the weapon roll opposed strength checks to determine whether the enemy is pushed back one square (5 ft.) by the attack. Unlike with a normal Bull Rush attempt, this move does not provoke an attack of opportunity. (If you can think of a better way to do something like this, perhaps with a different check, maybe a will save since a guy spinning a polearm around in a big circle is kinda scary? Let me know.)
Shield Wall: This functions as the feat of the same name but only with other Hoplites who have gained this feat. (I was under the impression that this was already a feat somewhere. If you know where, please let me know. If it's not I'll add a description for it.)
Shield Ally: As a standard action, the Hoplite can guard an adjacent ally with his shield. In effect the Hoplite would state that he is Shielding his ally during his turn. This grants the Hoplite's shield bonus to the ally's armor class, stacking with any shield the ally is carrying, until the Hoplite's next turn. The Hoplite loses his shield bonus to his AC until his next turn. Neither the Hoplite nor the ally can move or the affects of the Shield Ally ability are canceled (the Hoplite still does not regain his shield bonus until his next turn).
~Tyonisius
Ok, here is the PrC thus far. It's still in the works so let me know what you think please as well as any changes you think should be made.
The Hoplite
Requirements:
Alignment: Any lawful.
Jump: 8 Ranks
Base Attack Bonus: +5
Feats: Weapon Focus (Longspear, Glaive, Ranseur, Duom, or Greatspear), Weapon Specialization(Longspear, Glaive, Ranseur, Duom, or Greatspear), Skill Focus (jump). (Weapon Focus and Weapon Specialization in another polearm-type weapon can be allowed at GM's discretion).
Special: The ability to use large weapons (in this case reach polearms) one handed. This can be through a feat such as Monkey Grip or through a racial ability(such as the Goliath's).
Hit Die: d10
Class Skills: Same as fighters, minus ride, plus intimidate, knowledge(warfare), profession(soldier), and wilderness lore.
Skill Point Gain: 4+Int Modifier
Code:
[B] Base
Attack Fort Ref Will
[U]Level Bonus Save Save Save Special[/U][/B]
1 +1 +2 +0 +0 Adaptive Polearm, Fearless Resolve,
2 +2 +3 +0 +0 Impressive Leg Strength
3 +3 +3 +1 +1 Fleet of Foot, Gouge
4 +4 +4 +1 +1 Leaping Thrust, Shield Wall
5 +5 +4 +1 +1 Fleet of Foot(+5ft.), Soldier's Fortune
6 +6 +5 +2 +2 Spinning Polearm
7 +7 +5 +2 +2 Fleet of Foot(+10ft.), Shield Ally
8 +8 +6 +2 +2 Improved Gouge
9 +9 +6 +3 +3 Fleet of Foot(+15ft.)
10 +10 +7 +3 +3 Mighty Spinning Polearm
Weapon and Armor Proficiency: The Hoplite gains no additional weapon, armor, or shield proficiencies. His offensive abilities do not function with any weapon other than a polearm-type weapon (chosen at the DM’s discretion). None of the Hoplite's abilities work while wearing anything heavier than light armor (medium armor made of mithral still counts as light for this purpose).
Adaptive Polearm: Due to his extensive training in his polearm weapon, the Hoplite can use the polearm weapon he has weapon focus and weapon specialization in to attack enemies in adjacent squares.
Gouge: A Hoplite has the ability to bleed a creature damaged by her polearm weapon by twisting it once it has struck an opponent during an attack. The Hoplite can use this skillful attack once per round, but no more than once per level per day. The Hoplite must declare that she is using a gouge attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the Hoplite is forced to make a Fortitude saving throw (DC10 + the number of Hoplite levels + Strength modifier), in addition to receiving normal damage. If the saving throw fails, the opponent suffers damage equal to the Hoplite’s Strength modifier for a number of rounds equal to her Hoplite levels. The effects of gouge do not stack, an additional gouge on an opponent already affected by gouge would only reset the amount of time that the gouge lasts for. A Hoplite can only gouge a living creature with a discernable anatomy--undead, constructs, oozes, plants, and incorporeal creature lack blood to loose.
Improved Gouge: This increases the damage of the gouge ability to 2x the Strength modifier.
Impressive Leg Strength: This ability allows the Hoplite to add double his strength modifier to his jump checks instead of the usual + Str Modifier that the skill uses.
Fearless Resolve: Beginning at level 3, the Hoplite is immune to fear (magical or otherwise).
Fleet of Foot: Due to the nature of the Hoplite, having to travel from battle to battle on foot, the speed of the Hoplite is increased. At level 3 this grants the Hoplite the Run Feat. Every 2 levels there after it increases the Hoplites movement speed by +5 feet.
Leaping Thrust: As part of a charge, the Hoplite can jump at the opponent and thrust his polearm at the end of the charge. This attack deals additional damage based upon the roll on the Jump Check and a -2 to AC of the Hoplite in addition to the normal benefits and disadvantages to charging (therefore the Hoplite would gain a +2 to attack bonus and a -4 to AC). If the Hoplite's jump check result is a 20 or less the Leaping Thrust is unsuccessful and the attack roll automatically misses but the Hoplite still suffers the minus to AC. A roll of 21-25 deals an additional 1d6 damage, 26-30 deals an addition 2d6 damage, etc. This damage occurs even if the creature is not normally affected by critical hits, sneak attack, etc. due to the fact that the extra damage is due to the momentum of the attack (forward and falling) and not due to hitting a critical area. This charge must be done in a straight line, despite any other feats the Hoplite may have that allows him to turn. See the chart below for clarification.
Code:
Jump Skill
[U]Check (DC) Bonus Damage[/U]
21-25 1d6
26-30 2d6
31-35 3d6
36-40 4d6
41-45 5d6
46-50 6d6
51-55 7d6
56-60 8d6
Soldier's Fortune: At level 5, a Hoplite applies her Charisma modifier (if positive) as a bonus to all saving throws. This bonus does not stack with the Divine Grace ability of the Paladin or similar abilities.
Twirling Polearm: This ability functions just as the whirlwind feat as long as the Hoplite is wielding a polearm even if the Hoplite does not meet the prerequisites for Whirlwind.
Mighty Twirling Polearm: Before I state what this skill does I want to put a picture in your mind. When I see a Hoplite performing a whirlwind attack with his polearm I see him grabbing it near the end of the shaft and twirling it, slightly above his head with the weapon angled downward, so the blade would bite at the enemies surrounding the Hoplite. This feat functions like a Whirlwind attack combined with a Bull Rush attempt in theory. Basically, he twirls the weapon above his head in a whirlwind attack, and those stuck by the weapon roll opposed strength checks to determine whether the enemy is pushed back one square (5 ft.) by the attack. Unlike with a normal Bull Rush attempt, this move does not provoke an attack of opportunity. (If you can think of a better way to do something like this, perhaps with a different check, maybe a will save since a guy spinning a polearm around in a big circle is kinda scary? Let me know.)
Shield Wall: This functions as the feat of the same name but only with other Hoplites who have gained this feat. (I was under the impression that this was already a feat somewhere. If you know where, please let me know. If it's not I'll add a description for it.)
Shield Ally: As a standard action, the Hoplite can guard an adjacent ally with his shield. In effect the Hoplite would state that he is Shielding his ally during his turn. This grants the Hoplite's shield bonus to the ally's armor class, stacking with any shield the ally is carrying, until the Hoplite's next turn. The Hoplite loses his shield bonus to his AC until his next turn. Neither the Hoplite nor the ally can move or the affects of the Shield Ally ability are canceled (the Hoplite still does not regain his shield bonus until his next turn).
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