[New Race / Class] God Blooded / Kylotean Hoplite

Hi everyone.

First off I really like the PC as is and like the idea of the Nubrian race but it doesn`t really fit my setting. Also I wanted a “better than man” race modelled more closely on the archetypical greed demigods. More “Herkules smash” less divine casting. Also I wanted to have a spartan warrior race /class for my setting so I thought: Why not both.

For the race there is not much to say. I took the Nubrian, stripped the cleric and replaced him with fighter & hit points for the same XP prices as normal. Then I added some more divine goodness at a price of 150XP per ability.

For the class that`s just built up from the race.

If you like it (or not :slight_smile: any comment is appreciated. Especially I`m looking for:
Race:

  • I`m pretty stuck on the hit dice and fighter stick, but should they get the other goodies?
  • If yes at what price?

Class:

  • Is it over or under powered? I´d rather go with overpowered since they have those really high entry requirements (11+ in all attr.), and as Alex pointed out somewhere else in the forum this also means they are extremely unlikely to have high primaries.
  • Does it make another class obsolete? I.e. does it everything someone else does just better? That would be rude. The class overlaps most with mystic, barbarian, dwarven fury, paladin and fighter. As far as I can see the overlap with mystic is probably greatest.

So without further ado I give you:

God Blooded
God Blooded are mortals whose vains pulse with the ichor oft the divine. They may be the result of divine lust or they may have drunk from the ambrosia. Maybe they even wrought the divine spark from the corpse of a dead god. Whatever their origin the god blooded stand above normal humans in almost every way.
In my campaign world the true god blooded (lv 4 racial) are the mythical heroes of old, demigods in their own right. Today only a single city remains with a significant god blooded populations of lesser heritage.
God Blooded like their Auran counterparts the Nobrian are modelled as larger than life humans. They primarily resemble the greek demigods in their fighting prowess and toughness

REQUIREMENTS
All God Blooded classes require a minimum 11 or better in all ability scores. Those who truly embody the epic heroes of old must be above average in every respect
When building a God Blooded custom class, assign between 0 and 4 build points to the God Blooded Value.

Level 0: 125XP
At God Blooded 0, all God Bloodeds gain the following custom powers:
Divine Blessing: As the favored of the Empyrean powers, all God Blooded characters receive a +2 bonus to all saving throws.
Blood of Kings: The blood of ancient kings and heroes flows in every God Blooded. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any henchmen is increased by 1.
Heroic Spirit: Because of the God Blooded`s courageous spirit, the maximum class level for any God Blooded class is increased by 1.
Longevity: All God Blooded characters are ageless and enjoy a lifespan three times longer than that of normal men. Like elves, they are immune to ghoul paralysis.

Level 1: 775 XP
+1 Hit Dice Value
Divine Health: The character knows how to purify his body and soul. He is immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes. This is effectively the Divine Health proficiency selected as a custom power. For flavor, mystics call this power purity of body and soul and paladins call it sanctified body. [Mystic, Paladin]

Level 2: 1425 XP
+1 Fighting Value
Wholeness of Body: The character is immune to all forms of poison, including magical poisons. [Mystic]

Level 3: 2075 XP
+2 Hit Dice Value
Savage Resilience: When the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The character also subtracts his class level from the number of days of bed rest required to recover. [Barbarian, Dwarven Fury]

Level 4: 2725 XP

  • 2 Fighting Value
    Glamorous Aura: The character is able to project a glamorous aura that awes, bedazzles and seduces those in his presence. He gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. This is effectively the Mystic Aura proficiency, selected as a custom power. [Elven Enchanter]
    Stronghold: Acropolis, 3d6x10 1st level, God Blooded Value 0+

Example:
The demigod custom class has:
Fighting Value 2
Hit Dice Value 2
God Blooded: 4
They get d12 hit dice and hero attack bonus and a lot of bonus abilities, hence the name demigod…

EXPERIENCE POINT PROGRESSION AFTER 8TH LEVEL
God Blooded increase the amount of experience required to gain each level after 8th by 40,000XP.

Kylotean Hoplite
Class Build

Fighting 2: 1000XP
Hit Dice 2: 1000 XP
God Blooded 1: 775 XP
Fighter Trade-Offs: 900 XP

XP Progression: XP

Tradeoffs:
Armor Unrestriced → Forbidden: 4 Powers
Eliminate Fighter Damage Bonus: Missile 1
Weapon Selection: Unrestriced → Broad: 1

6 Trade Offs

Custom Powers:
Fighting Style (Weapon & Shield): 1 ( +1 AC (shield), Normally not with forbidden armor)
Blade Dancing: 1 (+1 AC, Lv 7: +2, Lv 13: +3)
Animal Reflexes: 1 (+1 Ini, +1 Surprise )
Savage Resilience: 1 (Roll 2* for mortal wounds)

1 Custom Power Trade-Off:
Lv : 6 Strength of Spirit (Immune to Fear)
Lv : 8 Wholeness of Body: (Immune to Poison)

1 Custom Power Trade-Off:
Lv: 3 Meditative Focus (+1 Atk, Ini, Proficiency, Saves, 1 turn, 1/level*day)
Lv: 11 Glamorous Aura (as Mystic Aura)

6 Custom Powers

Class Description
The city of Kylos is one of the 5 great merchant cities of the southern seas, but where teh other peddle their wares the Kyloteans sell their spears to the highest bidder. These mercenaries trace their blood to that of the gods themselves. But even the mightiest among them the Kylotean hoplites have but a little of the divine ichor left in them. To be a Kyloean hoplite means a life of training and hardship from an early age. Since their army is often thousands of miles away Kylotean women are trained to fight as well. Even though they usually just guard the city this widespread training leads to an unusually high level of females who leave the city to prove themselves as adventurers. (Ok I know this is not usually the topic here but in my world female fighters are very uncommon. Mages and Clerics are unusually gifted people and to let talent go to waste here would be a shame and Thieves don`t care much about convention, but females trained as fighters a historically uncommon and prove to be quite a demografic problem if your war goes bad, so…anyway, here comes the class:

XP Progression: 3675 XP
Prime Requisits: Str, Con
Requirements: 11+ in all Attributes
Hit Dice: 1d10
Maximum Level: 13

Atk: Fighter
Saves: Fighter + 2

Weapon Proficiencies: swords, daggers, spears, polearms, all missile
Fighting Styles: All
Armor: none

Special Abilities:
Fighter Damage Bonus (melee only)

Divine Blessing: As the favored of the Empyrean powers, all God Blooded characters receive a +2 bonus to all saving throws.

Blood of Kings: The blood of ancient kings and heroes flows in every God Blooded. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any henchmen is increased by 1.

Heroic Spirit: Because of the God Blooded`s courageous spirit, the maximum class level for any God Blooded class is increased by 1.

Longevity: All God Blooded characters are ageless and enjoy a lifespan three times longer than that of normal men. Like elves, they are immune to ghoul paralysis.

Divine Health: The character knows how to purify his body and soul. He is immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes. This is effectively the Divine Health proficiency selected as a custom power. For flavor, mystics call this power purity of body and soul and paladins call it sanctified body. [Mystic, Paladin]
Fighting Style (Weapon & Shield): All Spartans begin Play with the Weapon & Shield Fighting Style
Divine Grace (Blade-Dancing): The character gains a +1 bonus to Armor Class if wearing leather armor or lighter and able to move freely. At level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases to +3. For flavor, mystics call this power graceful fighting. While Blade-Dancing is similar to taking the Swashbuckling proficiency selected as a custom power, for game balance reasons, consider Blade-Dancing as a separate class power and allow
Animal Reflexes: The character gains a +1 bonus on surprise rolls and initiative rolls. This does not provide a bonus to casting spells. While Animal Reflexes is similar to taking the Combat Reflexes proficiency selected as a custom power, for game balance reasons, consider Animal Reflexes as a separate class power and allow it to stack with Combat Reflexes. For flavor, mystics call this power speed of thought and Zaharan ruinguards call it quickening. [Barbarian, Explorer, Elven Ranger, Mystic, Zaharan Ruinguard]
Divine (Savage) Resilience: When the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The character also subtracts his class level from the number of days of bed rest required to recover. [Barbarian, Dwarven Fury]
Level 3:
Meditative Focus: The character can go into focus once per day per level of experience. While in focus, the character gains a +1 bonus to all attack throws, proficiency throws, saving throws, and initiative rolls. A meditative focus lasts for 1 turn (10 minutes). [Mystic]
Level 5:
Battlefield Prowess: Any henchmen and mercenaries hired by the character gain a +1 bonus to their morale score whenever he personally leads them. For flavor, barbarians call this animal magnetism. [Barbarian, Fighter, Thrassian Gladiator]
Level 6:
Strength of Spirit: The character is immune to all natural and magical fear effects. For flavor, Zaharan ruinguards call this power inexorable. [Mystic, Zaharan Ruinguard]
Level 8:
Wholeness of Body: The character is immune to all forms of poison, including magical poisons. [Mystic]
Level 9:
When the Spartan Reaches level 9 he can erect an Acropolis on a hill or mountain. A total of 3d6x10 1st level Human / God Blooded Fighter type NPCs will move in to study under him. They need to be supplied with food & lodging but need not be paid wages.

Level 11:
Glamorous Aura: The character is able to project a glamorous aura that awes, bedazzles and seduces those in his presence. He gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. This is effectively the Mystic Aura proficiency, selected as a custom power. [Elven Enchanter]

Proficiencies:
Acrobatics, Alertness, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, incapacitate, knock down, overrun, sunder), Command, Dungeon Bashing, Endurance, Fighting Style, Intimidation, Language, Leadership, Manual of Arms, Military Strategy, Navigation, Riding, Running, Seafaring, Siege Engineering, Signaling, Skirmishing, Swashbuckling, Wakefulness, Weapon Focus

Template: Hoplite
Proficiencies: Weapon Focus (Spear) , Endurance
bronze shield, spear, short sword, dagger, corinthian helmet (heavy helmet), backpack , one week iron rations, red cloak, low leather boots, loin cloth (optional, americans only :wink: ), silver armguards (25gp)

Great stuff - thanks for sharing the race/class concept.

It would work really well for an Achilles/Theseus type hero.

Thanks for the kind words.
Achilles was exactly what I was going for so I guess that when along nicely.