Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Hoplite (think Spartan, Greek, Roman)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tyonisius" data-source="post: 3887071" data-attributes="member: 57179"><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">~Tyonisius</span></p><p></p><p>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.</p><p></p><p><strong><u>The Hoplite</u></strong></p><p></p><p><strong>Requirements: </strong> </p><p><strong>Alignment</strong>: Any lawful.</p><p><strong>Jump</strong>: 8 Ranks</p><p><strong>Base Attack Bonus</strong>: +5</p><p><strong>Feats</strong>: 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).</p><p><strong>Special</strong>: 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).</p><p></p><p><strong>Hit Die</strong>: d10</p><p></p><p><strong>Class Skills</strong>: Same as fighters, minus ride, plus intimidate, knowledge(warfare), profession(soldier), and wilderness lore.</p><p></p><p><strong>Skill Point Gain</strong>: 4+Int Modifier</p><p></p><p></p><p></p><p></p><p>[code]</p><p> [B] Base</p><p> Attack Fort Ref Will</p><p>[U]Level Bonus Save Save Save Special[/U][/B]</p><p>1 +1 +2 +0 +0 Adaptive Polearm, Fearless Resolve, </p><p>2 +2 +3 +0 +0 Impressive Leg Strength</p><p>3 +3 +3 +1 +1 Fleet of Foot, Gouge</p><p>4 +4 +4 +1 +1 Leaping Thrust, Shield Wall</p><p>5 +5 +4 +1 +1 Fleet of Foot(+5ft.), Soldier's Fortune</p><p>6 +6 +5 +2 +2 Spinning Polearm</p><p>7 +7 +5 +2 +2 Fleet of Foot(+10ft.), Shield Ally</p><p>8 +8 +6 +2 +2 Improved Gouge</p><p>9 +9 +6 +3 +3 Fleet of Foot(+15ft.)</p><p>10 +10 +7 +3 +3 Mighty Spinning Polearm</p><p>[/code]</p><p></p><p><strong>Weapon and Armor Proficiency</strong>: 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).</p><p></p><p><strong>Adaptive Polearm</strong>: 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.</p><p></p><p><strong>Gouge</strong>: 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.</p><p></p><p><strong>Improved Gouge</strong>: This increases the damage of the gouge ability to 2x the Strength modifier.</p><p></p><p><strong>Impressive Leg Strength</strong>: 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.</p><p></p><p><strong>Fearless Resolve</strong>: Beginning at level 3, the Hoplite is immune to fear (magical or otherwise).</p><p></p><p><strong>Fleet of Foot</strong>: 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.</p><p></p><p><strong>Leaping Thrust</strong>: 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.</p><p></p><p>[code]</p><p>Jump Skill</p><p>[U]Check (DC) Bonus Damage[/U]</p><p> 21-25 1d6</p><p> 26-30 2d6</p><p> 31-35 3d6</p><p> 36-40 4d6</p><p> 41-45 5d6</p><p> 46-50 6d6</p><p> 51-55 7d6</p><p> 56-60 8d6[/code]</p><p> </p><p><strong>Soldier's Fortune</strong>: 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.</p><p></p><p><strong>Twirling Polearm</strong>: 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.</p><p></p><p><strong>Mighty Twirling Polearm</strong>: 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.)</p><p></p><p><strong>Shield Wall</strong>: 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.)</p><p></p><p><strong>Shield Ally</strong>: 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).</p></blockquote><p></p>
[QUOTE="Tyonisius, post: 3887071, member: 57179"] [FONT=Times New Roman]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[/FONT] 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. [B][U]The Hoplite[/U][/B] [B]Requirements: [/B] [B]Alignment[/B]: Any lawful. [B]Jump[/B]: 8 Ranks [B]Base Attack Bonus[/B]: +5 [B]Feats[/B]: 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). [B]Special[/B]: 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). [B]Hit Die[/B]: d10 [B]Class Skills[/B]: Same as fighters, minus ride, plus intimidate, knowledge(warfare), profession(soldier), and wilderness lore. [B]Skill Point Gain[/B]: 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 [/code] [B]Weapon and Armor Proficiency[/B]: 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). [B]Adaptive Polearm[/B]: 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. [B]Gouge[/B]: 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. [B]Improved Gouge[/B]: This increases the damage of the gouge ability to 2x the Strength modifier. [B]Impressive Leg Strength[/B]: 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. [B]Fearless Resolve[/B]: Beginning at level 3, the Hoplite is immune to fear (magical or otherwise). [B]Fleet of Foot[/B]: 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. [B]Leaping Thrust[/B]: 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[/code] [B]Soldier's Fortune[/B]: 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. [B]Twirling Polearm[/B]: 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. [B]Mighty Twirling Polearm[/B]: 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.) [B]Shield Wall[/B]: 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.) [B]Shield Ally[/B]: 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). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Hoplite (think Spartan, Greek, Roman)
Top