Spartan Class - Please Review and Provide Feedback.


Homebrew and House Rules


I'm looking for feedback on this class. At first it was basically a fighter without Weapon Mastery and then the old Knight 3.5 Class merged.

Then I looked into merging a fighter with a barbarian and this is the result. Thank you for feedback in advance. I'll be here to reply. My primary concern is balance.

Spartan Class

Alignment: Any

Hit Die: d12

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History) (Int), Perception (Wis), Survival (Wis), Sense Motive (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier per level.

Quote:

Level | BAB | Base Fort | Base Ref | Base Will | Granted Abilities

1st | +1 | +2 | +0 | +2 | Vigilant Defender
2nd | +2 | +3 | +0 | +3 | Combat Focus
3rd | +3 | +3 | +1 | +3 | Armor Training 1
4th | +4 | +4 | +1 | +4 | Combat Focus
5th | +5 | +4 | +1 | +4 | Combat Focus
6th | +6/+1 | +5 | +2 | +5 | Combat Focus, Defend Ally
7th | +7/+2 | +5 | +2 | +5 | Armor Training 2
8th | +8/+3 | +6 | +2 | +6 | Combat Focus
9th | +9/+4 | +6 | +3 | +6 | Champion
10th | +10/+5 | +7 | +3 | +7 | Combat Focus
11th | +11/+6/+1 | +7 | +3 | +7 | Armor Training 3
12th | +12/+7/+2 | +8 | +4 | +8 | Combat Focus
13th | +13/+8/+3 | +8 | +4 | +8 | Combat Focus
14th | +14/+9/+4 | +9 | +4 | +9 | Combat Focus, Improved Defend Ally
15th | +15/+10/+5 | +9 | +5 | +9 | Armor Training 4
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Combat Focus
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Impetuous Endurance
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Combat Focus
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Armor Mastery
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Undying Will

Class Features

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).

Vigilant Defender (Ex): Starting at 1st level, you may stand your ground, warding the spot where you make your stand to prevent foes from slipping past. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Combat Focus (Ex): Starting at 2nd level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus at levels (2, 4, 5, 6, 8, 10, 12, 13, 14, 16, 18, and 20).

Combat Focuses:

Spoiler:
Combat Feat: If chosen this ability grants you a bonus Combat Feat.

Shifting Stance (Ex): As a move action you may perform a special feint combat maneuver against an adjacent foe. If successful, the target loses their dexterity bonus to armor class for your next attack. In addition they suffer a -2 penalty to armor class for the next round. You may use this ability a number of times per day equal to your Spartan level.

Intimidating Glare (Ex): You may make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.

Resiliency (Ex): Once per day, you may gain a number of temporary hit points equal to your Spartan level. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

Numbing blow (Ex): Opponents damaged by your attacks can't make attacks of opportunity for 1 round.

Stand Up (Ex): You may stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Swift Reaction (Ex): During the surprise round, opponents are always considered flat-footed to a Spartan with this ability, even if they have already acted.

Dirty Wrestler (Ex): While grappling you may perform an unarmed lethal attack at 1d4 + Str Modifier without penalty to break free from or maintain a grapple. This attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the Spartan against the target this round are at a +2 bonus.

Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions. A Spartan must be at least 8th level before selecting this ability.

Clear Mind (Ex): You may reroll a failed Will save. This ability is used as an immediate action after the first save is attempted, but before the results are revealed by the GM.You must take the second result, even if it is worse. A Spartan must be at least 8th level before selecting this ability. You may only use this ability once per encounter.

Determined Will (Ex): Your determination of will makes you almost immune to compulsion. As a free action you may make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. You may only use this ability once per round. You must be at least level 12 to take this ability.

Fearless (Ex): You are immune to the shaken and frightened conditions. A Spartan must be at least 12th level before selecting this ability.

Knockback (Ex): Once per round, you may make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.

Knockdown (Ex): Once per encounter, you can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Mighty Swing (Ex): You automatically confirm a critical hit. This ability is used as an immediate action once a critical threat has been determined. A Spartan must be at least 12th level before selecting this ability. This ability can only be used once per encounter.

No Escape (Ex): You can move up to double your normal speed as an immediate action but may only use this ability when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provokes attacks of opportunity as normal during this movement. This ability can only be used once per encounter.

Powerful Blow (Ex): The Spartan gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Quick Reflexes (Ex): You can make one additional attack of opportunity per round.

Renewed Vigor (Ex): As a standard action, You may heal 1d8 points of damage + your Constitution modifier. For every four levels the Spartan has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A Spartan must be at least 4th level before selecting this ability. This ability can be used only once per day.

Strength Surge (Ex): You may add your Spartan level on one Strength check or combat maneuver check, or to a Combat Maneuver Defense when an opponent attempts a maneuver against you. This ability is used as an immediate action. This ability can only be used once per encounter.

Surprise Accuracy (Ex): You gain a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Terrifying Howl (Ex): The Spartan unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the Spartan's level + the Spartan's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this ability for 24 hours. A Spartan must have the intimidating glare Combat Focus to select this ability. A Spartan must be at least 8th level before selecting this ability.

Unexpected Strike (Ex): You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity. This ability can only be used once per encounter. A Spartan must be at least 8th level before selecting this ability.

Come and Get Me (Ex): As a free action you may leave yourself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against you until the beginning of your next turn, but every attack against you provokes an attack of opportunity from you, which is resolved prior to resolving each enemy attack. A Spartan must be at least 12th level to select this ability.

Flesh Wound (Ex): Once per day, you can try to avoid serious harm from an attack. You must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. Your armor check penalty applies on this saving throw. If the save succeeds, you takes half damage from the attack and the damage is nonlethal. You must elect to use this ability after the attack roll is made, but before the damage is rolled. A Spartan must be at least 10th level to select this ability.

Ground Breaker (Ex): Once per encounter, you can attack the floor around you as a standard action. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor's hardness, the space you occupy and all of the squares adjacent to you become difficult terrain. Creatures in these squares, except you, must make a DC 15 Reflex save or be knocked prone. A Spartan must be at least 6th level to select this ability.

Overbearing Advance (Ex): You inflict damage equal to your Strength bonus whenever you succeed at an overrun combat maneuver.

Overbearing Onslaught (Ex): You may overrun more than one target per round, with a –2 penalty on your CMB for each overrun check after the first. You must have the overbearing advance Combat Focus to select this ability. A Spartan must be at least 6th level to select this ability.

Smasher (Ex): Once per encounter, whenever you make an attack against an unattended object or a sunder combat maneuver, you can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.

Armor Training (Ex): Starting at 3rd level while wearing armor you reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum of 4 respectively. In addition you may move at normal speed while wearing medium armor. At 9th level you may move at normal speed while wearing heavy armor.

Defend Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Champion (Ex): At 9th level you may protect an ally that is within one of your threatened squares. You may grant that ally half of your Armor Class bonus at the expense of your own (this effect lasts a round, unless you choose to continue the protection).

Improved Defend Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Armor Mastery (Ex): At 19th level, you gain DR 5/— whenever wearing armor or using a shield.

Undying Will (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can remain conscious and continue to act for up to 10 more rounds before dying. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. If you receive healing that leaves you with more than negative your constitution score, you survive (or fall unconscious) when you stop using this ability. Otherwise, death overtakes you.


I don't have the time to look through the entire write-up, but I'll say a little. The class skill list is interesting. I like it. The first level of this class has absolutely nothing worthwhile to offer. Look at the barbarian, paladin, and ranger. All have a way to way to inflict extra melee damage at first level, as well as another feature or two. Your has a +1 to hit in a situation that seldom arises.

As for the combat focuses, I would follow an "even numbered level" formula like rage powers, rogue talents, etc. I would also create more choices unique to the class. At levels 5 and 13 I would create a new class feature.


Ciaran Barnes wrote:

I don't have the time to look through the entire write-up, but I'll say a little. The class skill list is interesting. I like it. The first level of this class has absolutely nothing worthwhile to offer. Look at the barbarian, paladin, and ranger. All have a way to way to inflict extra melee damage at first level, as well as another feature or two. Your has a +1 to hit in a situation that seldom arises.

As for the combat focuses, I would follow an "even numbered level" formula like rage powers, rogue talents, etc. I would also create more choices unique to the class. At levels 5 and 13 I would create a new class feature.

Just not sure what to create for levels 5 and 13. As for level 1, not quite sure what to put there again.

I could try and come up with an ability that spans the following levels. My worry is making the class too powerful though. (1 5, 9, 13). I'd like to have a gauge of where I'm at power wise between the Fighter and Barbarian.

If this class makes them obsolete or if they all have their roles.

I'd like to make more Combat Maneuver based abilities for the Combat Foci. Though I'll get to that later.


I could move Vigilant Defender to level 5. Put Combat Focus at level 1.

Then for level 13 come up with a better version of Vigilant Defender. Not sure what that would be though....


Just put a new feature at levels 1, 5, 9, and 13. It's a sequence, which is good, and should probably be a damage bonus.


Updated.

Manoeuvre Training (Ex): Starting at 1st level you gain a +1 bonus to both Combat Maneuvers Bonus and Combat Maneuver Defense. Every four levels thereafter your bonus increases by a cumulative +1, becoming +2 at level 5, +3 at level 9, +4 at level 13, and +5 at level 17.

Combat Focus (Ex): Starting at 2nd level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus every two levels thereafter (2, 4, 6, 8, 10, 12, 14, 16, 18, and 20).


Insanity Logic wrote:

Updated.

Manoeuvre Training (Ex): Starting at 1st level you gain a +1 bonus to both Combat Maneuvers Bonus and Combat Maneuver Defense. Every four levels thereafter your bonus increases by a cumulative +1, becoming +2 at level 5, +3 at level 9, +4 at level 13, and +5 at level 17.

Combat Focus (Ex): Starting at 2nd level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus every two levels thereafter (2, 4, 6, 8, 10, 12, 14, 16, 18, and 20).

Would appreciate feedback. Full on feedback >< Once again trying to compare these to the core fighter and barb. I don't want this class to be obviously better. I want it to be a nich. You play the barbarian for its rage ability and movement / trap sense abilities.

You pick the fighter for mastery of weapons and armor, along with the large selection of feats.


First of all, I would knock them down to a d10. Warriors they were, berserkers they were not.

Secondly, Spartans would not have worn greater than breastplate, so I would suggest removing heavy armor proficiency.

Next, the class skill list is good. No changes necessary.

A lot of your combat focus abilities are very flavorful, though a few, such as Terrifying Howl and Dirty Wrestler seem out of place. Suggestions for these abilities would be thinking about using phalanx tactics, or abilities revolving around the use of shield bashes, spears, and shortswords/gladiuses. You may look at the Phalanx Fighter for some ideas here.

Shields, as opposed to armor, should be a focus on a Spartan. Instead of armor master, shield mastery may be more appropriate.

I live Champion and Defend Ally. They are both very flavorful to the Spartan.

In response to Manoeuvre Training, I would make the bonus against certain manoeuvres, such as reposition. You aren't getting around a Spartan and his phalanx.

All in all, very interesting class. I would suggest making it less of a fighter/barbarian hybrid, and focus on making it a very unique fighter-style class.


Thank you. I'll probably modify the armor proficiency to remove heavy armor, and reduce the hit points to d10.

I'll also look into focusing on shields more.

I like the idea for more bonuses against positioning. Though I'm not familiar with reposition.


Updated and here is the new Spartan. Please review and provide new feedback.

Spartan Class

Alignment: Any

Hit Die: d10

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History) (Int), Perception (Wis), Survival (Wis), Sense Motive (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier per level.

Quote:

Level | BAB | Base Fort | Base Ref | Base Will | Granted Abilities

1st | +1 | +2 | +0 | +2 | Combat Focus
2nd | +2 | +3 | +0 | +3 | Combat Focus, Stand Firm 1
3rd | +3 | +3 | +1 | +3 | Phalanx Soldier
4th | +4 | +4 | +1 | +4 | Combat Focus
5th | +5 | +4 | +1 | +4 | Vigilant Defender
6th | +6/+1 | +5 | +2 | +5 | Combat Focus, Stand Firm 2
7th | +7/+2 | +5 | +2 | +5 | Deft Shield 1
8th | +8/+3 | +6 | +2 | +6 | Combat Focus
9th | +9/+4 | +6 | +3 | +6 | Shield Ally 1
10th | +10/+5 | +7 | +3 | +7 | Combat Focus, Stand Firm 3
11th | +11/+6/+1 | +7 | +3 | +7 | Deft Shield 2
12th | +12/+7/+2 | +8 | +4 | +8 | Combat Focus
13th | +13/+8/+3 | +8 | +4 | +8 | Shield Ally 2
14th | +14/+9/+4 | +9 | +4 | +9 | Combat Focus, Stand Firm 4
15th | +15/+10/+5 | +9 | +5 | +9 | Irresistible Advance
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Combat Focus
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Shield Ally 3
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Combat Focus, Stand Firm 5.
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Shield Mastery
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Combat Focus, Shielded Fortress

Class Features

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons and with medium, and light armor and all shields (including tower shields).

Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Combat Focus (Ex): Starting at 1st level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus at 2nd level and every two levels thereafter (4, 6, 8, 10, 12, 14, 16, 18, and 20).
Combat Focuses:
Combat Feat: If chosen this ability grants you a bonus Combat Feat.

Spoiler:
Shifting Stance (Ex): As a move action you may perform a special feint combat maneuver against an adjacent foe. If successful, the target loses their dexterity bonus to armor class for your next attack. In addition they suffer a -2 penalty to armor class for the next round. You may use this ability a number of times per day equal to your Spartan level.

Intimidating Glare (Ex): You may make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.

Resiliency (Ex): Once per day, you may gain a number of temporary hit points equal to your Spartan level. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

Numbing blow (Ex): Opponents damaged by your attacks can't make attacks of opportunity for 1 round.

Stand Up (Ex): You may stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Swift Reaction (Ex): During the surprise round, opponents are always considered flat-footed to a Spartan with this ability, even if they have already acted.

Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions. A Spartan must be at least 8th level before selecting this ability.

Clear Mind (Ex): You may reroll a failed Will save. This ability is used as an immediate action after the first save is attempted, but before the results are revealed by the GM.You must take the second result, even if it is worse. A Spartan must be at least 8th level before selecting this ability. You may only use this ability once per encounter.

Determined Will (Ex): Your determination of will makes you almost immune to compulsion. As a free action you may make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. You may only use this ability once per round. You must be at least level 12 to take this ability.

Fearless (Ex): You are immune to the shaken and frightened conditions. A Spartan must be at least 12th level before selecting this ability.

Knockback (Ex): Once per round, you may make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.

Knockdown (Ex): Once per encounter, you can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Mighty Swing (Ex): You automatically confirm a critical hit. This ability is used as an immediate action once a critical threat has been determined. A Spartan must be at least 12th level before selecting this ability. This ability can only be used once per encounter.

No Escape (Ex): You can move up to double your normal speed as an immediate action but may only use this ability when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provokes attacks of opportunity as normal during this movement. This ability can only be used once per encounter.

Powerful Blow (Ex): The Spartan gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Quick Reflexes (Ex): You can make one additional attack of opportunity per round.

Renewed Vigor (Ex): As a standard action, You may heal 1d8 points of damage + your Constitution modifier. For every four levels the Spartan has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A Spartan must be at least 4th level before selecting this ability. This ability can be used only once per day.

Strength Surge (Ex): You may add your Spartan level on one Strength check or combat maneuver check, or to a Combat Maneuver Defense when an opponent attempts a maneuver against you. This ability is used as an immediate action. This ability can only be used once per encounter.

Surprise Accuracy (Ex): You gain a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Unexpected Strike (Ex): You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity. This ability can only be used once per encounter. A Spartan must be at least 8th level before selecting this ability.

Come and Get Me (Ex): As a free action you may leave yourself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against you until the beginning of your next turn, but every attack against you provokes an attack of opportunity from you, which is resolved prior to resolving each enemy attack. A Spartan must be at least 12th level to select this ability.

Flesh Wound (Ex): Once per day, you can try to avoid serious harm from an attack. You must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. Your armor check penalty applies on this saving throw. If the save succeeds, you takes half damage from the attack and the damage is nonlethal. You must elect to use this ability after the attack roll is made, but before the damage is rolled. A Spartan must be at least 10th level to select this ability.

Ground Breaker (Ex): Once per encounter, you can attack the floor around you as a standard action. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor's hardness, the space you occupy and all of the squares adjacent to you become difficult terrain. Creatures in these squares, except you, must make a DC 15 Reflex save or be knocked prone. A Spartan must be at least 6th level to select this ability.

Overbearing Advance (Ex): You inflict damage equal to your Strength bonus whenever you succeed at an overrun combat maneuver.

Overbearing Onslaught (Ex): You may overrun more than one target per round, with a –2 penalty on your CMB for each overrun check after the first. You must have the overbearing advance Combat Focus to select this ability. A Spartan must be at least 6th level to select this ability.

Smasher (Ex): Once per encounter, whenever you make an attack against an unattended object or a sunder combat maneuver, you can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.

Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

Vigilant Defender (Ex): Starting at 5th level, you may stand your ground, warding the spot where you make your stand to prevent foes from slipping past. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Deft Shield (Ex): At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by –1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by –2. This ability replaces armor training 2 and 3.

Shield Ally (Ex): At 9th level, when using a heavy or tower shield, you can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to yourself and all adjacent allies until the beginning of your next turn.

At 13th level, you can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a rogue) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks.

At 17th level, you can provide cover to yourself and all adjacent allies, or provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally.

Irresistible Advance (Ex): At 15th level, you gain a bonus on bull rush and overrun CMB checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, +3 with a heavy shield, or +4 with a tower shield.

Shield Mastery (Ex): At 19th level, a shielded fighter gains DR 5/— when wielding a shield. This ability replaces armor mastery.

Shielded Fortress (Ex): At 20th level, your shield cannot be disarmed or sundered. You gain evasion (as a rogue) when using a shield (improved evasion when using a tower shield). As a move action, you can provide evasion to all adjacent allies until the beginning of your next turn. As an immediate action, you can provide improved evasion to an adjacent ally against one attack.


Hit dice increased to 1d12.

Phalanx Fighting is now granted at level 1. Combat focus has been removed from level 1.

At level 3 you now have the ability to bash with tower shields at 1d6, 1d8 if you get it spiked (you may only get them spiked if you have this class)


Vigilant Defender is now a Combat Focus. Tower Shield Bash is granted at level 5.
Hit dice reverted back to d10.

Armor Training 1 and Tower Shield Training granted at level 3.

Armor Training (Ex): Starting at 3rd level, when wearing armor, you reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by 1.
In addition, you can also move at normal speed while wearing medium armor.

Tower Shield Training (Ex): At 3rd level, while you employ a tower shield, for Armor Training 1 the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by your armor increases by 2.


Added reposition to Stand Firm.


Rorenado wrote:
First of all, I would knock them down to a d10. Warriors they were, berserkers they were not.

I unfortunately ended up removing Champion and such, but I believe the abilities replacing them work just as thematically.

How does it look now with the above posted revised changes?


This definitely looks alright to me.

First off, a lot of abilities look like they have been copy pasted from elsewhere. That's alright but you might want to edit them so they actually talk about yur class.

The class captures the flavor of the spartan hoplite nicely and has unique and useful abilities for an adventuring party and it looks well balanced too, so all in all I would say goal achieved.

Maybe it could take defensive or shield relatedteamwork feats as combat focuses that it grants to allies. coordinated defense, shielded caster and back to back come to mind.

Grand Lodge

I feel like shield wall feat should be involved somehow. I do like them receiving shield ally.


Threeshades wrote:

This definitely looks alright to me.

First off, a lot of abilities look like they have been copy pasted from elsewhere. That's alright but you might want to edit them so they actually talk about yur class.

The class captures the flavor of the spartan hoplite nicely and has unique and useful abilities for an adventuring party and it looks well balanced too, so all in all I would say goal achieved.

Maybe it could take defensive or shield relatedteamwork feats as combat focuses that it grants to allies. coordinated defense, shielded caster and back to back come to mind.

On the final version all mentions of other classes have been removed. I've also removed all mentions of specific genders and have replaced them with the Spartan or you / your.

I've also added to the Combat Focus that you can take any Teamwork Shield related feats.


GarnathFrostmantle wrote:
I feel like shield wall feat should be involved somehow. I do like them receiving shield ally.

That is a Combat and Teamwork feat and thus is accessible through Combat Focus.

Combat Focuses:
Combat Feat: If chosen this ability grants you a bonus Combat Feat or Shield related Teamwork Feat.


Thank you all for the feedback, it has been greatly appreciated.

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