A player presented this class to me, being a poor judge of these things I'd like someone else to tell me if this is a balanced class. It is appropriate to the campaign world, so I suppose it would make a nice addition if it's balanced.
Thanks for the help
Hoplite: Prestige Class
ClassLevel BaseAttack Bonus FortSave RefSave WillSave Special Abilities
1st +1 +2 +1 +0 Charge 1/day, Coup
2nd +2 +3 +1 +0 Phalanx +1 AC
3rd +3 +3 +2 +0 Butt-Strike
4th +4 +4 +2 +1 Charge 2/day
5th +5 +4 +3 +1 One-Handed Spear, Piercing Charge
6th +6 +5 +3 +1 Phalanx +2 AC
7th +7 +5 +4 +2 Charge 3/day
8th +8 +6 +4 +2 Phalanx Charge
9th +9 +6 +5 +2 Phalanx +3 AC
10th +10 +7 +5 +3 Charge 4/day
Requirements:
Alignment: Any Lawful
Race: Any
Craft (any): Two Ranks
Feats: Weapon Focus: Any Spear; Weapon Specialization: Any Spear.
Class Skills: As Basic Fighter
Skill Points at each level: 2 + Int Modifier
Class Features:
Butt-Strike: This special ability gives the Hoplite an extra attack with the butt of his spear. It requires a full attack, and the butt-strike is made at the lowest attack value, or at –5 to hit if the character only has one normal attack. It is made on top of any other attacks possible for the Hoplite.
The Butt-strike requires that the Hoplite have a spear outfitted with a spike on what is normally the “down-end” of the spear. Damage for the spike is as follows:
Half-Spear: 1d3
Short-Spear: 1d4
Long Spear: 1d6
Critical damage for a Butt-strike is at X2, not X3.
Charge: A given number of times a day, the Hoplite can charge an opponent without the –2 AC penalty normally associated with the maneuver. The Hoplite must be using a spear in one hand and a large or tower shield in the other; this maneuver will not be possible with any other form of weaponry. The attack, of course, maintains the +2 attack bonus.
Coup: If the Hoplite has a spear outfitted with a spike on the down end, he may attempt to deliver a coup de gras upon a helpless or dying opponent whose square the Hoplite moves through. The Hoplite can move no faster than a normal move, and cannot engage in other combat that round, except for attacks of opportunity.
One-Handed Spear: The Hoplite gains the ability to use any size spear (half, short or long) as a one-handed weapon. This means he can use any sized spear with a shield, thus maintaining all other Hoplite abilities.
Phalanx: The heart of the Hoplite’s abilities, the Phalanx grants an AC bonus to both the Hoplite and any allies fighting along with him. For the Hoplite and others to gain this bonus, the allies must be in squares adjacent to the Hoplite (and each other if more than two), must be engaged in melee combat, and must all be facing in the same direction. They need not be armed in the same manner as the Hoplite.
The Phalanx bonus will travel along a line of allies, and does not just translate to the two allies to either side of the Hoplite. Thus, the Hoplite can be at one end of a line of five allies, and all will get the bonus. However, the Hoplite cannot receive this bonus when standing alone; he must have at least one ally standing adjacent to him. The moment the Hoplite no longer has allies adjacent to him engaged in melee combat, the Phalanx no longer applies. If more than one Hoplite is in the line, the highest bonus is used.
Phalanx Charge: This ability allows the Hoplite to translate both his Phalanx bonus and Charge ability to a line of allies charging along with him. The same rules apply here as they do in the regular Phalanx; thus, if allies move ahead or behind the Hoplite before meeting the opponents, then they will lose both bonuses. Using this ability counts against the Hoplite’s number of daily charges.
Piercing Charge: Starting at 5th level, when the Hoplite uses the Charge ability, he will receive a +2 to damage inflicted, on top of the +2 to hit and no AC penalty.
Thanks for the help
Hoplite: Prestige Class
ClassLevel BaseAttack Bonus FortSave RefSave WillSave Special Abilities
1st +1 +2 +1 +0 Charge 1/day, Coup
2nd +2 +3 +1 +0 Phalanx +1 AC
3rd +3 +3 +2 +0 Butt-Strike
4th +4 +4 +2 +1 Charge 2/day
5th +5 +4 +3 +1 One-Handed Spear, Piercing Charge
6th +6 +5 +3 +1 Phalanx +2 AC
7th +7 +5 +4 +2 Charge 3/day
8th +8 +6 +4 +2 Phalanx Charge
9th +9 +6 +5 +2 Phalanx +3 AC
10th +10 +7 +5 +3 Charge 4/day
Requirements:
Alignment: Any Lawful
Race: Any
Craft (any): Two Ranks
Feats: Weapon Focus: Any Spear; Weapon Specialization: Any Spear.
Class Skills: As Basic Fighter
Skill Points at each level: 2 + Int Modifier
Class Features:
Butt-Strike: This special ability gives the Hoplite an extra attack with the butt of his spear. It requires a full attack, and the butt-strike is made at the lowest attack value, or at –5 to hit if the character only has one normal attack. It is made on top of any other attacks possible for the Hoplite.
The Butt-strike requires that the Hoplite have a spear outfitted with a spike on what is normally the “down-end” of the spear. Damage for the spike is as follows:
Half-Spear: 1d3
Short-Spear: 1d4
Long Spear: 1d6
Critical damage for a Butt-strike is at X2, not X3.
Charge: A given number of times a day, the Hoplite can charge an opponent without the –2 AC penalty normally associated with the maneuver. The Hoplite must be using a spear in one hand and a large or tower shield in the other; this maneuver will not be possible with any other form of weaponry. The attack, of course, maintains the +2 attack bonus.
Coup: If the Hoplite has a spear outfitted with a spike on the down end, he may attempt to deliver a coup de gras upon a helpless or dying opponent whose square the Hoplite moves through. The Hoplite can move no faster than a normal move, and cannot engage in other combat that round, except for attacks of opportunity.
One-Handed Spear: The Hoplite gains the ability to use any size spear (half, short or long) as a one-handed weapon. This means he can use any sized spear with a shield, thus maintaining all other Hoplite abilities.
Phalanx: The heart of the Hoplite’s abilities, the Phalanx grants an AC bonus to both the Hoplite and any allies fighting along with him. For the Hoplite and others to gain this bonus, the allies must be in squares adjacent to the Hoplite (and each other if more than two), must be engaged in melee combat, and must all be facing in the same direction. They need not be armed in the same manner as the Hoplite.
The Phalanx bonus will travel along a line of allies, and does not just translate to the two allies to either side of the Hoplite. Thus, the Hoplite can be at one end of a line of five allies, and all will get the bonus. However, the Hoplite cannot receive this bonus when standing alone; he must have at least one ally standing adjacent to him. The moment the Hoplite no longer has allies adjacent to him engaged in melee combat, the Phalanx no longer applies. If more than one Hoplite is in the line, the highest bonus is used.
Phalanx Charge: This ability allows the Hoplite to translate both his Phalanx bonus and Charge ability to a line of allies charging along with him. The same rules apply here as they do in the regular Phalanx; thus, if allies move ahead or behind the Hoplite before meeting the opponents, then they will lose both bonuses. Using this ability counts against the Hoplite’s number of daily charges.
Piercing Charge: Starting at 5th level, when the Hoplite uses the Charge ability, he will receive a +2 to damage inflicted, on top of the +2 to hit and no AC penalty.