Hoplite

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Originally Posted by Infinitive of the Wizards Community forums.

On this Thread

The Hoplite is the apex of ground-based military forces. Trained from birth in the art of war, Hoplites are taught that dying for one’s country was the greatest honor a man could gain in his lifetime. Savaged beyond belief in their lifelong training, members of a single city, held back the invasions of many nations for hundreds of years. Even still, the Romans recognized the inherent strength of the fighting style, and adapted it to become one of the greatest empires the world has ever known.

Entry Requirements:
BAB:
+6
Skills: Intimidate 9 ranks, Profession (Soldier) 5 ranks.
Feats: Phalanx Fighter, Shield Bash, Weapon Focus (shortsword or longspear), Heavy Shield Proficiency.
Special: Must have been trained as a Spartan warrior since birth.

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 From Thigh to Neck, Versatile Weapon, Spartan Oath
2 +1 +3 +0 +0 Versatile Shield Bash
3 +1 +3 +1 +1 Short Haft, Improved Shield Bash
4 +1 +4 +1 +1 Phalanx
5 +1 +4 +1 +1 Missile Immuntiy, Unity
6 +1 +5 +2 +2 Blastproof
7 +1 +5 +2 +2 Weapon Specialization
8 +1 +6 +2 +2 Prepare for Glory
9 +1 +6 +3 +3 Unfellable
10 +1 +7 +3 +3 Glory

Spartan Oath: When a Spartan warrior joins the ranks of the hoplites, he takes an oath that reflects a budding determination that wells up within himself. He may no longer flee a battle or surrender voluntarily under any circumstances. If a Hoplite does so, he loses all benefits from this class until he seeks an Atonement spell. Even still, other Hoplites will forevermore view him as a deserter or a coward (depending on whether he fled or surrendered), and may at their option suspend the benefit granted by the From Thigh to Neck class feature.

From Thigh to Neck: The strength of a Spartan Hoplite comes not from the strength of his own arm, but from the protection of the hoplite to either side of him. Each warrior shields the next as he makes an attack, and is in turn shielded when he strikes. A Spartan Hoplite gains a +2 bonus to AC when he is adjacent to 2 allies that would flank him if they were enemy units.

Versatile Weapon: At first level, the Spartan Hoplite must choose to specialize with either his sword or spear. If he chooses spear, he may wield his longspear as though it were a one-handed weapon. If he chooses sword, he may throw his shortsword with a range increment of 10 feet, and as though he had the Power Throw feat.

Versatile Shield Bash: If a Spartan Hoplite of second level chooses to do so, he may make a special Shield Bash as the first attack of a full-round attack, but only if his opponent begins the round directly adjacent to the Hoplite. Resolve this attack as a Bull Rush attempt against which the hoplite's target is granted no attack of opportunity; the Shield Bash does no damage and, if the opposed Strength check is successful, the Hoplite's target is moved five feet directly away from the Hoplite.

Short Haft: At third level, the Spartan Hoplite gains Short Haft as a bonus feat.

Improved Shield Bash" At third level, a Spartan Hoplite may forego the benefits he would both grant and be granted by the From Thigh To Neck class feature. If he does so, he may make Shield Bash attacks with a Heavy Shield for that round with no penalty to attack for wielding an offhand weapon.

Phalanx: A group of fourth level or higher Spartan Hoplites may choose to form a phalanx. If they do so, they must form into a unit at least half as deep as it is wide, and with no spare room on the interior. Doing so is a full-round action that provokes attacks of opportunities only if a member would have to move through a threatened square to reach his designated location, in which case attacks of opportunity occur as normal. Spartan Hoplites in a phalanx count as a collective creature of a size equal to its' depth for the purposes of determining vulnerability to all attacks (such as grappling, Swallow Whole, etc.). Each round, the phalanx must adjust to fill any gaps left by fallen members or the benefit of this ability is lost.

Missile Immunity: If a fifth level Spartan Hoplite takes a total defense action, he is immune to any physical projectiles fired at him, such as arrows, sling bullets, and javelins, even if they're magically enchanted. Targeted, magical projectiles, such as acid arrow and magic missile, may strike them as normal.

Unity: A unit of Spartan Hoplites arrayed into a phalanx may take its actions as a single entity. Each individual makes its movements and attack rolls individually, but they happen for all purposes simultaneously.

Blastproof: A Spartan Hoplite may substitute a Fortitude save any time a Reflex save is called for, at his option. Further, if he does so to resist part of an area effect spell, he takes no effect on a successful save.

Weapon Specialization: A Spartan Hoplite of seventh level gains Weapon Specialization with his choice of longspear or shortsword as a bonus feat. If he already has Weapon Specialization with either, he may instead take Greater Weapon Specialization with that weapon.

Prepare for Glory: At eighth level, a Spartan Hoplite is close to realizing the ideal of his people as a warrior. Whenever he is reduced below 50% of his total HP, he is affected by a rage, as the barbarian ability. If he is ever restored to above 50% of his health, he suffers no ill effect from ending a rage. More, when the combat ends, he suffers no ill effect for ending a rage.

Unfellable: The greatest Spartan Hoplites are no stranger to pain, and are particularly resistant to even the most grievous of wounds. A Hoplite of this level does not die until he is reduced to a number of negative hit points equal to his Constitution modifier. Thus, a Hoplite with a Constitution of 20 would not die unless reduced to -20 HP or more. More, if a Hoplite is reduced to negative HP but not killed, he automatically stabilizes.

Glory: At tenth level, a Spartan Hoplite's determination and steadfastness reach their peak, allowing him to fight on long after lesser warriors would die. When reduced to negative hit points, a Spartan Hoplite does not fall, but instead continues to fight. Taking a standard or full-round action provokes one point of damage as usual. However, the Hoplite does not bleed for one point of damage per turn (as per Unfellable). Finally, when a Spartan Hoplite is reduced to negative HP, the benefit from his Prepare for Glory class feature is tripled, and the effect lasts until the end of the current combat, even if his HP are restored. Afterwards, however, he is fatigued until he can gain one full night's sleep.

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