Fsi-Dib
2004-07-27, 04:54 PM
Shield Master of Fsi-Dib
A shield master of Fsi-Dib is a peculiar sight for a veteran fighter. The instant the fighter sees him, he wonders what will be his weapons. Only two shields are visible and the foe makes no moves. The fighter no longer waits for him to do anything, and charges towards the shield-wielding enemy, who then cleverly flings his shield towards the fighter's legs, tripping him. As
the fighter tries to get up, the foe approaches, this time he has two shields more, orbiting around him. Fighter effortlessly tries to overcome the swift shields as the foe bashes him, aiding himself with psionic powers. After the fight, the fighter lies dead on the ground, defeated by an opponent, who didn't even use weapons or offensive powers. Some say attack is the best defense, but it can be proved wrong.
Fsi-Dib, a nickname for a well-known fighter, who used a great number of shields in fights. He used psionics to aid him in the fights, making his shields better, creating an armor for himself and speed him up.The nickname, Fsi-Dib, is actually a combination of two sound effects. The "Fsi" represents the sound when a shiled is thrown, and "dib" represents when it hits. See, when it hits, there's no if.
Hit die: d8
Requirements: To qualify to become a shield master of Fsi-Dib, the character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Two-Weapon Fighting, Improved Shield Bash, Weapon Focus (shield) or (shield spikes)
Powers: Able to manifest 2nd-level powers
Class skills: The shield master of Fsi-Dib's class skills (and the key ability to each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Wis), Knowledge (Psionics) (Int), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skill points at each level: 2 + Int modifier
{table]
Level
BAB
Fort
Refl
Will
Special
Powers
1st
+0
+2
+2
+0
Shield mastery
-
2nd
+1
+3
+3
+0
Shield Fling
+1 existing manifester level
3rd
+2
+3
+3
+1
Arrow Shielding
+1 existing manifester level
4th
+3
+4
+4
+1
Light Shields
+1 existing manifester level
5th
+3
+4
+4
+1
Floating Shields
-
[/table]
Class Features
All the following are class features of the shield master of Fsi-Dib prestige class.
Weapon and Armor Proficiency: Shield master of Fsi-Dib gain no proficiency with any weapon or armor.
Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of shield master of Fsi-Dib to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a shield master of Fsi-Dib, he must decide to which class he adds the new level of shield master of Fsi-Dib for the purpose of determining power points per day, powers known, and manifester level.
Shield Mastery: A shield master of Fsi-Dib has mastered in using shields as his main weaponry and uses them in both offensive and defensive manner. He applies shield bonuses from both shields and at the same time treats them as basic weapons (so that he can attack with a shield in his main hand with his full strength bonus). Also, all shields he uses deal damage as if they were one size category larger. This stacks with shields that have spikes on them. Thus, a spiked large shield would deal 1d8 damage.
Shield Fling: A shield master of Fsi-Dib has learned to fling a shield at a formidable distance. He can fling his shield as if it were a throwable weapon with a range increment of 30ft. This shields flies back to the shield master of Fsi-Dib. Catching the shield is a free action. If the wielder can't catch it, or if the wielder has moved since throwing it, the shield drops to the ground in the square from which it was thrown.
Basically this ability gives the Ranged ability to all shields wielded by a shield master of Fsi-Dib. The ability can be found in Expanded Psionics Handbook page 163.
Arrow Shielding: A shield master of Fsi-Dib can make a ready action, which makes his shields deflect all incoming not-too-large projectiles (arrows, bolts, sling bullets, small or medium sized thrown weapons) until his next turn. He does, however, lose shield bonuses from both shields, since they are assigned to deflect arrows, not normal melee attacks. He needs two shields to perform this action.
At 3rd level and higher, a shield master of Fsi-Dib gains an extra +1 Dodge bonus to his AC when using the Total Defense action.
Light Shields: A shield master of Fsi-Dib, with the aid of psionic powers, treats large shields as light weapons.
Floating Shields: At 5th level, a shield master of Fsi-Dib has truly mastered to use shields with the power of his mind. He no longer needs to hold them with his hand, and can simply let them float in the air. This means he does not get armor check penalty, arcane spell failure or max dex restriction from the floating shields. These shields may not be tower shields and there can be 2 of these shields in total. He can use additional shields as weapons, however he does not gain shield bonuses from those shields. (it would be too good to be true to have four shields all giving the shield bonuses). Also, a shield master of Fsi-Dib adds his shield bonuses against touch attacks, since they no longer are in touch with their wielder, yet defend at all costs.
Levitating Shields: If the floating shields are unspiked, a shield master of Fsi-Dib can hop on these shields and slowly float around with one-half his base land speed. These shields float 1 feet above solid ground (this means a shield master of Fsi-Dib can't levitate on water, for instance), and can carry 200lbs. per shield. Obviously, these shields do not give the shield bonuses as long as they are used to carry their wielder (or anything).
Spinning Shields: A shield master of Fsi-Dib can make the shields spin around him at tremendous speed, giving him concealment instead of the shield bonuses he would gain. Performing this action needs both floating shields and is a move action.
Ally Protection: A shield master of Fsi-Dib can assign his shield or two to guard an object or a living creature in an adjacent square. Doing this gives the shield bonus(es) to the protected subject. Logically, you lose these shield bonuses as long as the shields protect the subject. Making this move is a free action.
A shield master can assign these shields to spin around the subject as in the Spinning Shields ability.
Guess what..., updated:
After Mohko told about the SRD, whose existence I always forget, I chose to make this PrC 100% psionic again. It's more fun that way. I added some new abilities. A shield master of Fsi-Dib gets some bigger bonuses when he reaches level 5. ... now there's more abilities.
ARE YOU SATISFIED?!
A shield master of Fsi-Dib is a peculiar sight for a veteran fighter. The instant the fighter sees him, he wonders what will be his weapons. Only two shields are visible and the foe makes no moves. The fighter no longer waits for him to do anything, and charges towards the shield-wielding enemy, who then cleverly flings his shield towards the fighter's legs, tripping him. As
the fighter tries to get up, the foe approaches, this time he has two shields more, orbiting around him. Fighter effortlessly tries to overcome the swift shields as the foe bashes him, aiding himself with psionic powers. After the fight, the fighter lies dead on the ground, defeated by an opponent, who didn't even use weapons or offensive powers. Some say attack is the best defense, but it can be proved wrong.
Fsi-Dib, a nickname for a well-known fighter, who used a great number of shields in fights. He used psionics to aid him in the fights, making his shields better, creating an armor for himself and speed him up.The nickname, Fsi-Dib, is actually a combination of two sound effects. The "Fsi" represents the sound when a shiled is thrown, and "dib" represents when it hits. See, when it hits, there's no if.
Hit die: d8
Requirements: To qualify to become a shield master of Fsi-Dib, the character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Two-Weapon Fighting, Improved Shield Bash, Weapon Focus (shield) or (shield spikes)
Powers: Able to manifest 2nd-level powers
Class skills: The shield master of Fsi-Dib's class skills (and the key ability to each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Wis), Knowledge (Psionics) (Int), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skill points at each level: 2 + Int modifier
{table]
Level
BAB
Fort
Refl
Will
Special
Powers
1st
+0
+2
+2
+0
Shield mastery
-
2nd
+1
+3
+3
+0
Shield Fling
+1 existing manifester level
3rd
+2
+3
+3
+1
Arrow Shielding
+1 existing manifester level
4th
+3
+4
+4
+1
Light Shields
+1 existing manifester level
5th
+3
+4
+4
+1
Floating Shields
-
[/table]
Class Features
All the following are class features of the shield master of Fsi-Dib prestige class.
Weapon and Armor Proficiency: Shield master of Fsi-Dib gain no proficiency with any weapon or armor.
Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of shield master of Fsi-Dib to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a shield master of Fsi-Dib, he must decide to which class he adds the new level of shield master of Fsi-Dib for the purpose of determining power points per day, powers known, and manifester level.
Shield Mastery: A shield master of Fsi-Dib has mastered in using shields as his main weaponry and uses them in both offensive and defensive manner. He applies shield bonuses from both shields and at the same time treats them as basic weapons (so that he can attack with a shield in his main hand with his full strength bonus). Also, all shields he uses deal damage as if they were one size category larger. This stacks with shields that have spikes on them. Thus, a spiked large shield would deal 1d8 damage.
Shield Fling: A shield master of Fsi-Dib has learned to fling a shield at a formidable distance. He can fling his shield as if it were a throwable weapon with a range increment of 30ft. This shields flies back to the shield master of Fsi-Dib. Catching the shield is a free action. If the wielder can't catch it, or if the wielder has moved since throwing it, the shield drops to the ground in the square from which it was thrown.
Basically this ability gives the Ranged ability to all shields wielded by a shield master of Fsi-Dib. The ability can be found in Expanded Psionics Handbook page 163.
Arrow Shielding: A shield master of Fsi-Dib can make a ready action, which makes his shields deflect all incoming not-too-large projectiles (arrows, bolts, sling bullets, small or medium sized thrown weapons) until his next turn. He does, however, lose shield bonuses from both shields, since they are assigned to deflect arrows, not normal melee attacks. He needs two shields to perform this action.
At 3rd level and higher, a shield master of Fsi-Dib gains an extra +1 Dodge bonus to his AC when using the Total Defense action.
Light Shields: A shield master of Fsi-Dib, with the aid of psionic powers, treats large shields as light weapons.
Floating Shields: At 5th level, a shield master of Fsi-Dib has truly mastered to use shields with the power of his mind. He no longer needs to hold them with his hand, and can simply let them float in the air. This means he does not get armor check penalty, arcane spell failure or max dex restriction from the floating shields. These shields may not be tower shields and there can be 2 of these shields in total. He can use additional shields as weapons, however he does not gain shield bonuses from those shields. (it would be too good to be true to have four shields all giving the shield bonuses). Also, a shield master of Fsi-Dib adds his shield bonuses against touch attacks, since they no longer are in touch with their wielder, yet defend at all costs.
Levitating Shields: If the floating shields are unspiked, a shield master of Fsi-Dib can hop on these shields and slowly float around with one-half his base land speed. These shields float 1 feet above solid ground (this means a shield master of Fsi-Dib can't levitate on water, for instance), and can carry 200lbs. per shield. Obviously, these shields do not give the shield bonuses as long as they are used to carry their wielder (or anything).
Spinning Shields: A shield master of Fsi-Dib can make the shields spin around him at tremendous speed, giving him concealment instead of the shield bonuses he would gain. Performing this action needs both floating shields and is a move action.
Ally Protection: A shield master of Fsi-Dib can assign his shield or two to guard an object or a living creature in an adjacent square. Doing this gives the shield bonus(es) to the protected subject. Logically, you lose these shield bonuses as long as the shields protect the subject. Making this move is a free action.
A shield master can assign these shields to spin around the subject as in the Spinning Shields ability.
Guess what..., updated:
After Mohko told about the SRD, whose existence I always forget, I chose to make this PrC 100% psionic again. It's more fun that way. I added some new abilities. A shield master of Fsi-Dib gets some bigger bonuses when he reaches level 5. ... now there's more abilities.
ARE YOU SATISFIED?!