imp_fireball
2009-10-27, 04:06 PM
Here it is.
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Running Raider
http://img-fan.theonering.net/rolozo/images/sotomayor/Wolf_raider.jpg
A goblin wolf raider.
Running Raider
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Combat Style, Weapon Style
2nd|
+2|
+3|
+0|
+0|Raid Tactics
3rd|
+3|
+3|
+1|
+1|Enhanced Combat Style
4th|
+4|
+4|
+1|
+1|Raid Mastery
5th|
+5|
+4|
+1|
+1|Drunk on the Kill[/table]
Prerequisites: +5 BAB, Must have partook in a raid that involved indiscriminate killing and complete looting of the objective.
Skills: 4 + int. Jump, Tumble, Climb, Intimidate, Spot, Ride, Search, Swim, Open Lock, and Knowledge (Architecture and Engineering) are class skills.
HD: d10
Running Raider Class Features
Proficiencies: The running raider is proficient with light and medium armor, and shields (but not tower shields). They are proficient with all simple and martial weapons, including the 'Fire Spiller' exotic weapon.
Combat Style
At first level, the Running Raider may select Mounted Combat, Improved Grapple or Shock Trooper, even if they do not ordinarily meet the prerequisites for such feats. If Mounted Combat is selected, the Running Raider adds their base attack bonus to their ride checks. If Improved Grapple was chosen, the Running Raider can treat any weapon they wield as a light weapon against opponents they are grappling with. If Shock Trooper was chosen, then the Running Raider may knock an enemy prone, provided the enemy has charged in the same round (thus taking a -2 AC penalty) or is being flanked, and fails a fortitude save of DC equal to the Running Raider's attack roll. The Running Raider can only use this ability when using shock trooper with their attack rolls, and applies only to creature's who have higher initiative then the Running Raider.
Weapon Style
At first level, the Running Raider can choose Two Weapon Fighting, Rapid Shot, Shield Bash, or Mounted Archery as a bonus feat, even if they do not meet the prerequisites. They also no longer take a penalty to attacks with improvised weapons involving non-magical fire.
Raid Tactics
At second level, if the Running Raider chose Improved Grapple as their initial combat style, they may use the enemy they are grappling with as partial cover or total cover if they beat an opposed grapple check by 10 or more - total cover does not apply if they are being flanked. If they selected Mounted Combat, they receive a +4 bonus to targets they flank or may forgo this for an additional attack against that target. If they selected Mounted Archery as a weapon style, they receive Precise Shot and Far Shot. If they selected Two Weapon Fighting, they receive Two Weapon Defense and Improved Disarm. If they selected Rapid Shot, they receive Pin Shot and can light arrows with mundane fire as a swift action. If they selected Shield Bash, they may choose either Disarming Bash, Throw Shield, or Knock Back. If they selected Shock Trooper, they receive Power Attack and Cometary Collision. Additionally, they may choose either a +4 to intimidate, +2 to attacks with height advantage, or Improved Overrun.
Enhanced Combat Style
At third level, the Running Raider may select Many Shot or Improved Precise Shot if they selected Rapid Shot as their combat style. If they selected Mounted Archery, they receive Shot on the Run and Combat Archery. If they selected Mounted Combat, they may avoid weapons that are positioned against charges, such as dwarven urgroshes, when mounted as well as divert this damage against such a target. If they selected Improved Shield Bash, then they may receive either Knock Down, Shield Slam, or Shield Ricochet Stun. If they selected Shock Trooper, they may ignore attacks of opportunity while charging. If they chose a +4 to intimidate, they may receive a +2 to attacks against shaken enemies, +4 to attacks against frightened enemies, +6 to attacks against panicked enemies, and +8 to attacks against cowering enemies.
Raid Mastery
At 4th level, the Running Raider may make their first intimidate in combat each round as an immediate action if they chose a +4 to intimidate and Shock Trooper. If they chose Rapid Shot and Shock Trooper, they may receive Horizon Archer (no range increment penalties) or Elven Archer (DEX modifier = damage). If they selected Mounted Archery and Mounted Combat they may deal double damage with arrows and apply a charge bonus to these attacks, but they must be mounted and charging. If they selected Mounted Combat and Two Weapon Fighting, they may automatically coup de grace up to two targets within the reach of two weapons on a charge, assuming they beat both targets' AC by a roll of at least 10 (or just one target's AC). If they selected Rapid Shot and Mounted Archery, they may ignore total cover with their arrows of up to 1 inch thick. If they selected Improved Shield Bash, then they may either select Two Weapon Shield Fighting, Mobile Wall or Defending Counter Rage.
If they selected Two Weapon Fighting and Shock Trooper, they may receive Two Weapon Rend and Pounce. If they selected Improved Grapple and Shock Trooper, they may attack targets they are not grappling with without penalty as well as move without penalty, but not while taking total cover. If they selected Mounted Archery or Mounted Combat and Improved Grapple, they receive a +4 to grapple checks and can grapple and perform ride checks simultaneously, assuming they initiate a grapple and not their mount.
Drunk with the Kill
At 5th level, upon making his first kill in an encounter, the Running Raider may fly into a rage (+4 STR, +4 CON, +2 Will Saves, -2 AC, +10ft. move speed, may not cast spells or use mental skills including concentration). He then receives a +2 bonus to attack and damage for every consecutive kill he makes while raging. This bonus continues to stack until the end of the combat encounter or until the rage duration expires.
If you chose Improved Shield Bash as your weapon style, you may instead sunder the weapon of each enemy that missed you by forgoing an attack of opportunity for that round. Unarmed strikes and natural weapons suffer damage equal to a shield bash and cause said enemy to be stunned for one round. Magical/Psionic or otherwise Weapons can roll to save against this effect.
Weapons and Feats
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Fire Spiller
The fire spiller is an exotic weapon that is essentially a metal goblet that functions like a torch. Lighting the base of the goblet is as lighting a torch. To attack with the fire spiller beyond using it as a torch (non-improvised), requires a reserve of oil. Filling the reserve is a full action. When properly attacking, the fire spiller can release liquid flame upon an enemy as a ranged touch attack as alchemist's fire, which requires a catch in the goblet to fill the cup with some oil. Releasing the catch is a free action. This weapon damages as alchemist's fire, except that it can continue to burn an enemy for up to 2 hours, dealing 1d4 fire damage per round, instead of the single 1d6 secondary fire damage.
Feats
Throw Shield
Prerequisite: Improved Shield Bash, BAB +3
Like a discus, your shield can be thrown to bludgeon hapless opponents from afar.
You may throw your shield in place of one of your ordinary attacks. The shield will return to you in an immediate arc upon throwing it. Throwing the shield is like making a ranged shield bash except that the range is double the ordinary range for throwing a weapon due to the momentum you can create from its disc shape. You lose your shield bonus to AC for the round, however you can take a -2 penalty to the thrown attack to not lose this bonus. Throw Shield uses STR instead of DEX modifier to determine attack rolls.
Disarming Bash
Prerequisite: Improved Shield Bash, Improved Disarm
A careless target will now risk having their weapon crushed from their hands, should they fail to scratch you.
If an enemy misses an attack against you, and you are wearing a shield at the time, you may make a free attack roll. If your attack roll is higher then the one the enemy missed you with, you disarm the enemy, but forgo an attack of opportunity for that round. The attack of opportunity is lost whether your attack roll is above that of the enemy's or not. If you are allowed multiple attacks of opportunity in a round, then this attack may be performed once more for each attack of opportunity that you are allowed.
Improved Combat Brute
Prerequisite: Combat Brute, Shock Trooper, BAB +9
Receive the following attack options below.
Disarming Cleave: On a successful disarm attempt, you may make another attack roll on the enemy themselves as a free action, which can involve a combat maneuver such as bull rush or regular weapon damage.
Knock Aside: Bull rush checks can be made to push enemies in any direction except behind your direction of movement. You no longer need to move with the enemy to move them beyond 5ft and are no longer limited by your base speed.
Pulverize: On a full attack, you can apply bludgeoning damage in addition to your ordinary weapon's damage. Additionally, you deal half the damage of your final attack for that round against every other enemy within your natural reach (reflex save to half). Finally, the enemy must make a fort save equal to your final attack roll for the round or be stunned - success means they are dazed instead.
Carnage: If your weapon deals energy damage, you can allow it to burst forth in a 5ft. radius for every attack you dish out. Reflex save negates the secondary affect and halves the energy damage.
- Fire: Enemies caught in the burst are set on fire (1d6 fire damage/round). Fire continues to burn them, fully immolating them in 1d12 rounds (3d6 fire damage/round for total immersion) unless they spend 1 full action putting it out. When fully immolated, they must spend 1d4 rounds putting out the flame.
- Electric: Enemies caught in the burst will deal electrical damage equal to the electrical damage they've suffered from the burst to the next person they touch (no save). Lasts 1d20 minutes.
- Cold: Enemies take 1d4 Con damage and must spend a standard action to gasp for air in the next round as freezing air enters their lungs.
- Acid: Weapons and armor that the enemy is wearing suffer damage equal to the acid damage that they've suffered.
- Sonic: Enemies are dazed.
Shield Slam
Prerequisite: Improved Shield Bash, BAB +8, STR 17
Your shield bashes become more pronounced, disorienting the opponent and make your ability to defend yourself seem larger than life.
The shield you use to shield bash an opponent is now considered one size step larger for purposes of damage die. Each time you succeed at hitting an opponent with your shield, your shield bonus to AC increases upon itself against that opponent according to the initial bonus it provided - so if you are wielding a heavy steel shield, then your AC bonus stacks by an additional +2 against the opponent you successfully bashed with your shield.
Shield Ricochet Stun
Prerequisite: Improved Shield Bash, Throw Shield, BAB +8
Your shield can rebound off of multiple enemies or knock a single one hard off their feet in one powerful throw.
You no longer take any penalties to shield bonus to AC for throwing your shield. Additionally, you may choose to allow your thrown shield to bounce upon multiple targets as a free action, as if you were rolling to hit all of those opponents, however for every second opponent the shield rebounds off of, you take a -4 penalty to attack that opponent.
Alternatively, you can knock an enemy prone and stun them provided they fail a fortitude save against your thrown shield attack roll.
NOTE: If you don't have the Throw Shield feat already, then even though you take no attack penalties to throwing an improvised weapon (taking this feat makes you proficient in using a shield this way), the shield will not automatically return to you and you will lose your shield bonus to AC for throwing a shield anyway.
Two Weapon Shield Fighting
Prerequisites: Two Weapon Fighting, Shield Proficiency, Two Weapon Defense, Armored Mobility, BAB +8
You now resemble a literal wall, conjoining two shields together as part of your technique.
You may now wield two shields. You gain both of their shield bonuses to AC (shield bonuses stack in this exceptional case). This includes tower shields, although taking cover means you must drop one of them. You take armor check penalties, max dex penalty, weight, and anything else associated with wielding two shields.
Additionally, you may prevent any enemy from making an attack of opportunity against you in a round, equal to however many attacks of opportunity you are allowed in a round.
Zen Shield Mastery
Prerequisite: Wis 13, Shield Mastery
The art of defense logically, at some step of the way, has to involve a shield. By sacrificing offense for defense, you can make yourself a very hard target to overcome.
By taking a -4 penalty to spot and listen checks, you may apply your shield bonus to AC twice. As an immediate action, you may also take on a special stance, which allows you to take a penalty to attack and then add to your shield bonus to AC equal to however much of a penalty you took to attack, up to your maximum BAB; however, aside from 5ft. steps, you may not move on your next turn.
Mobile Wall
Prerequisite: Armored Mobility, Proficiency with a Heavy Shield or Larger, BAB +12
The presence of your shield plays with the mind of the enemy. For every small movement towards them, your shield becomes larger, your body hardening like a fortress to their frantic blows.
By taking a 5ft. step each round while in total defense, you increase your shield bonus to AC by +4 for that round. This continues to stack for each round of combat that you are aware of the enemy, are continuing to remain in total defense and taking only 5ft. steps. Alternatively, if you do not remain in total defense each round, you can take only 5ft. steps, but increase your shield bonus to AC by +2 each round instead. This stacking bonus does not apply to enemies that you are unaware of or are otherwise flatfooted to (ie. flanking). Note that you must always move closer to at least one enemy or you will lose this bonus. The bonus is also completely lost if you begin taking regular move actions.
Defending Counter Rage
Prerequisite: Proficiency with a shield, Shield Block, BAB +9
An enemy that attacks you makes you angry. And like morale, your anger can be utilized to great affect when matched up against an enemy's failure to hit you.
For every attack that misses you during a round, you may rage in that round as a free action for one round*the number of attacks that missed you for the round + CON modifier. This rage may be any type of rage you wish, such as whirling frenzy, ordinary rage as the rage spell, etc. This includes Rage of the Guardian which applies +6 AC, +6 to Will Saves, and +2 to Fortitude and Reflex Saves (greater multiplies by 1.5). If you can already rage, then these rages count as greater rage (but not mighty rage if you already have greater rage).
Shield Counter Slam
Prerequisite: Shield Slam, Two Weapon Shield Fighting, Rombilar's Gambit
Your counter strikes bludgeon and disorient the enemy.
For every attack granted by Rombilar's Gambit that you make while wielding two shields, you may force the enemy to roll a FORT save versus your shield bash attack rolls to stun them for one round. An enemy stunned in this way cannot be stunned additional rounds in the same way while stunned. Additionally, your STR modifier multiplies by 1.5 to determine damage with a single shield. Finally, if you have the Throw Shield feat, you may forgo an attack granted by Rombilar's Gambit to throw your shield at an opponent that didn't attack you.
Burn the World
Prerequisite: Running Raider 1st level, Use Magic Device or Use Psionic Device (2 ranks)
Oh beloved flame... Soon, my love, soon I shall feed you the world...
- Stereotypical Arsonist
You no longer take penalties to attacks with improvised weapons involving magical or otherwise supernatural/spell-like fire.
Before: You no longer take penalties to attacks with improvised weapons involving mundane fire.
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So yah, a very easy PRC to get into for some interesting martial perks... that was the intention. Also, even though I didn't give any fluff, I mostly geared it towards a mongol theme.
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Running Raider
http://img-fan.theonering.net/rolozo/images/sotomayor/Wolf_raider.jpg
A goblin wolf raider.
Running Raider
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Combat Style, Weapon Style
2nd|
+2|
+3|
+0|
+0|Raid Tactics
3rd|
+3|
+3|
+1|
+1|Enhanced Combat Style
4th|
+4|
+4|
+1|
+1|Raid Mastery
5th|
+5|
+4|
+1|
+1|Drunk on the Kill[/table]
Prerequisites: +5 BAB, Must have partook in a raid that involved indiscriminate killing and complete looting of the objective.
Skills: 4 + int. Jump, Tumble, Climb, Intimidate, Spot, Ride, Search, Swim, Open Lock, and Knowledge (Architecture and Engineering) are class skills.
HD: d10
Running Raider Class Features
Proficiencies: The running raider is proficient with light and medium armor, and shields (but not tower shields). They are proficient with all simple and martial weapons, including the 'Fire Spiller' exotic weapon.
Combat Style
At first level, the Running Raider may select Mounted Combat, Improved Grapple or Shock Trooper, even if they do not ordinarily meet the prerequisites for such feats. If Mounted Combat is selected, the Running Raider adds their base attack bonus to their ride checks. If Improved Grapple was chosen, the Running Raider can treat any weapon they wield as a light weapon against opponents they are grappling with. If Shock Trooper was chosen, then the Running Raider may knock an enemy prone, provided the enemy has charged in the same round (thus taking a -2 AC penalty) or is being flanked, and fails a fortitude save of DC equal to the Running Raider's attack roll. The Running Raider can only use this ability when using shock trooper with their attack rolls, and applies only to creature's who have higher initiative then the Running Raider.
Weapon Style
At first level, the Running Raider can choose Two Weapon Fighting, Rapid Shot, Shield Bash, or Mounted Archery as a bonus feat, even if they do not meet the prerequisites. They also no longer take a penalty to attacks with improvised weapons involving non-magical fire.
Raid Tactics
At second level, if the Running Raider chose Improved Grapple as their initial combat style, they may use the enemy they are grappling with as partial cover or total cover if they beat an opposed grapple check by 10 or more - total cover does not apply if they are being flanked. If they selected Mounted Combat, they receive a +4 bonus to targets they flank or may forgo this for an additional attack against that target. If they selected Mounted Archery as a weapon style, they receive Precise Shot and Far Shot. If they selected Two Weapon Fighting, they receive Two Weapon Defense and Improved Disarm. If they selected Rapid Shot, they receive Pin Shot and can light arrows with mundane fire as a swift action. If they selected Shield Bash, they may choose either Disarming Bash, Throw Shield, or Knock Back. If they selected Shock Trooper, they receive Power Attack and Cometary Collision. Additionally, they may choose either a +4 to intimidate, +2 to attacks with height advantage, or Improved Overrun.
Enhanced Combat Style
At third level, the Running Raider may select Many Shot or Improved Precise Shot if they selected Rapid Shot as their combat style. If they selected Mounted Archery, they receive Shot on the Run and Combat Archery. If they selected Mounted Combat, they may avoid weapons that are positioned against charges, such as dwarven urgroshes, when mounted as well as divert this damage against such a target. If they selected Improved Shield Bash, then they may receive either Knock Down, Shield Slam, or Shield Ricochet Stun. If they selected Shock Trooper, they may ignore attacks of opportunity while charging. If they chose a +4 to intimidate, they may receive a +2 to attacks against shaken enemies, +4 to attacks against frightened enemies, +6 to attacks against panicked enemies, and +8 to attacks against cowering enemies.
Raid Mastery
At 4th level, the Running Raider may make their first intimidate in combat each round as an immediate action if they chose a +4 to intimidate and Shock Trooper. If they chose Rapid Shot and Shock Trooper, they may receive Horizon Archer (no range increment penalties) or Elven Archer (DEX modifier = damage). If they selected Mounted Archery and Mounted Combat they may deal double damage with arrows and apply a charge bonus to these attacks, but they must be mounted and charging. If they selected Mounted Combat and Two Weapon Fighting, they may automatically coup de grace up to two targets within the reach of two weapons on a charge, assuming they beat both targets' AC by a roll of at least 10 (or just one target's AC). If they selected Rapid Shot and Mounted Archery, they may ignore total cover with their arrows of up to 1 inch thick. If they selected Improved Shield Bash, then they may either select Two Weapon Shield Fighting, Mobile Wall or Defending Counter Rage.
If they selected Two Weapon Fighting and Shock Trooper, they may receive Two Weapon Rend and Pounce. If they selected Improved Grapple and Shock Trooper, they may attack targets they are not grappling with without penalty as well as move without penalty, but not while taking total cover. If they selected Mounted Archery or Mounted Combat and Improved Grapple, they receive a +4 to grapple checks and can grapple and perform ride checks simultaneously, assuming they initiate a grapple and not their mount.
Drunk with the Kill
At 5th level, upon making his first kill in an encounter, the Running Raider may fly into a rage (+4 STR, +4 CON, +2 Will Saves, -2 AC, +10ft. move speed, may not cast spells or use mental skills including concentration). He then receives a +2 bonus to attack and damage for every consecutive kill he makes while raging. This bonus continues to stack until the end of the combat encounter or until the rage duration expires.
If you chose Improved Shield Bash as your weapon style, you may instead sunder the weapon of each enemy that missed you by forgoing an attack of opportunity for that round. Unarmed strikes and natural weapons suffer damage equal to a shield bash and cause said enemy to be stunned for one round. Magical/Psionic or otherwise Weapons can roll to save against this effect.
Weapons and Feats
------
Fire Spiller
The fire spiller is an exotic weapon that is essentially a metal goblet that functions like a torch. Lighting the base of the goblet is as lighting a torch. To attack with the fire spiller beyond using it as a torch (non-improvised), requires a reserve of oil. Filling the reserve is a full action. When properly attacking, the fire spiller can release liquid flame upon an enemy as a ranged touch attack as alchemist's fire, which requires a catch in the goblet to fill the cup with some oil. Releasing the catch is a free action. This weapon damages as alchemist's fire, except that it can continue to burn an enemy for up to 2 hours, dealing 1d4 fire damage per round, instead of the single 1d6 secondary fire damage.
Feats
Throw Shield
Prerequisite: Improved Shield Bash, BAB +3
Like a discus, your shield can be thrown to bludgeon hapless opponents from afar.
You may throw your shield in place of one of your ordinary attacks. The shield will return to you in an immediate arc upon throwing it. Throwing the shield is like making a ranged shield bash except that the range is double the ordinary range for throwing a weapon due to the momentum you can create from its disc shape. You lose your shield bonus to AC for the round, however you can take a -2 penalty to the thrown attack to not lose this bonus. Throw Shield uses STR instead of DEX modifier to determine attack rolls.
Disarming Bash
Prerequisite: Improved Shield Bash, Improved Disarm
A careless target will now risk having their weapon crushed from their hands, should they fail to scratch you.
If an enemy misses an attack against you, and you are wearing a shield at the time, you may make a free attack roll. If your attack roll is higher then the one the enemy missed you with, you disarm the enemy, but forgo an attack of opportunity for that round. The attack of opportunity is lost whether your attack roll is above that of the enemy's or not. If you are allowed multiple attacks of opportunity in a round, then this attack may be performed once more for each attack of opportunity that you are allowed.
Improved Combat Brute
Prerequisite: Combat Brute, Shock Trooper, BAB +9
Receive the following attack options below.
Disarming Cleave: On a successful disarm attempt, you may make another attack roll on the enemy themselves as a free action, which can involve a combat maneuver such as bull rush or regular weapon damage.
Knock Aside: Bull rush checks can be made to push enemies in any direction except behind your direction of movement. You no longer need to move with the enemy to move them beyond 5ft and are no longer limited by your base speed.
Pulverize: On a full attack, you can apply bludgeoning damage in addition to your ordinary weapon's damage. Additionally, you deal half the damage of your final attack for that round against every other enemy within your natural reach (reflex save to half). Finally, the enemy must make a fort save equal to your final attack roll for the round or be stunned - success means they are dazed instead.
Carnage: If your weapon deals energy damage, you can allow it to burst forth in a 5ft. radius for every attack you dish out. Reflex save negates the secondary affect and halves the energy damage.
- Fire: Enemies caught in the burst are set on fire (1d6 fire damage/round). Fire continues to burn them, fully immolating them in 1d12 rounds (3d6 fire damage/round for total immersion) unless they spend 1 full action putting it out. When fully immolated, they must spend 1d4 rounds putting out the flame.
- Electric: Enemies caught in the burst will deal electrical damage equal to the electrical damage they've suffered from the burst to the next person they touch (no save). Lasts 1d20 minutes.
- Cold: Enemies take 1d4 Con damage and must spend a standard action to gasp for air in the next round as freezing air enters their lungs.
- Acid: Weapons and armor that the enemy is wearing suffer damage equal to the acid damage that they've suffered.
- Sonic: Enemies are dazed.
Shield Slam
Prerequisite: Improved Shield Bash, BAB +8, STR 17
Your shield bashes become more pronounced, disorienting the opponent and make your ability to defend yourself seem larger than life.
The shield you use to shield bash an opponent is now considered one size step larger for purposes of damage die. Each time you succeed at hitting an opponent with your shield, your shield bonus to AC increases upon itself against that opponent according to the initial bonus it provided - so if you are wielding a heavy steel shield, then your AC bonus stacks by an additional +2 against the opponent you successfully bashed with your shield.
Shield Ricochet Stun
Prerequisite: Improved Shield Bash, Throw Shield, BAB +8
Your shield can rebound off of multiple enemies or knock a single one hard off their feet in one powerful throw.
You no longer take any penalties to shield bonus to AC for throwing your shield. Additionally, you may choose to allow your thrown shield to bounce upon multiple targets as a free action, as if you were rolling to hit all of those opponents, however for every second opponent the shield rebounds off of, you take a -4 penalty to attack that opponent.
Alternatively, you can knock an enemy prone and stun them provided they fail a fortitude save against your thrown shield attack roll.
NOTE: If you don't have the Throw Shield feat already, then even though you take no attack penalties to throwing an improvised weapon (taking this feat makes you proficient in using a shield this way), the shield will not automatically return to you and you will lose your shield bonus to AC for throwing a shield anyway.
Two Weapon Shield Fighting
Prerequisites: Two Weapon Fighting, Shield Proficiency, Two Weapon Defense, Armored Mobility, BAB +8
You now resemble a literal wall, conjoining two shields together as part of your technique.
You may now wield two shields. You gain both of their shield bonuses to AC (shield bonuses stack in this exceptional case). This includes tower shields, although taking cover means you must drop one of them. You take armor check penalties, max dex penalty, weight, and anything else associated with wielding two shields.
Additionally, you may prevent any enemy from making an attack of opportunity against you in a round, equal to however many attacks of opportunity you are allowed in a round.
Zen Shield Mastery
Prerequisite: Wis 13, Shield Mastery
The art of defense logically, at some step of the way, has to involve a shield. By sacrificing offense for defense, you can make yourself a very hard target to overcome.
By taking a -4 penalty to spot and listen checks, you may apply your shield bonus to AC twice. As an immediate action, you may also take on a special stance, which allows you to take a penalty to attack and then add to your shield bonus to AC equal to however much of a penalty you took to attack, up to your maximum BAB; however, aside from 5ft. steps, you may not move on your next turn.
Mobile Wall
Prerequisite: Armored Mobility, Proficiency with a Heavy Shield or Larger, BAB +12
The presence of your shield plays with the mind of the enemy. For every small movement towards them, your shield becomes larger, your body hardening like a fortress to their frantic blows.
By taking a 5ft. step each round while in total defense, you increase your shield bonus to AC by +4 for that round. This continues to stack for each round of combat that you are aware of the enemy, are continuing to remain in total defense and taking only 5ft. steps. Alternatively, if you do not remain in total defense each round, you can take only 5ft. steps, but increase your shield bonus to AC by +2 each round instead. This stacking bonus does not apply to enemies that you are unaware of or are otherwise flatfooted to (ie. flanking). Note that you must always move closer to at least one enemy or you will lose this bonus. The bonus is also completely lost if you begin taking regular move actions.
Defending Counter Rage
Prerequisite: Proficiency with a shield, Shield Block, BAB +9
An enemy that attacks you makes you angry. And like morale, your anger can be utilized to great affect when matched up against an enemy's failure to hit you.
For every attack that misses you during a round, you may rage in that round as a free action for one round*the number of attacks that missed you for the round + CON modifier. This rage may be any type of rage you wish, such as whirling frenzy, ordinary rage as the rage spell, etc. This includes Rage of the Guardian which applies +6 AC, +6 to Will Saves, and +2 to Fortitude and Reflex Saves (greater multiplies by 1.5). If you can already rage, then these rages count as greater rage (but not mighty rage if you already have greater rage).
Shield Counter Slam
Prerequisite: Shield Slam, Two Weapon Shield Fighting, Rombilar's Gambit
Your counter strikes bludgeon and disorient the enemy.
For every attack granted by Rombilar's Gambit that you make while wielding two shields, you may force the enemy to roll a FORT save versus your shield bash attack rolls to stun them for one round. An enemy stunned in this way cannot be stunned additional rounds in the same way while stunned. Additionally, your STR modifier multiplies by 1.5 to determine damage with a single shield. Finally, if you have the Throw Shield feat, you may forgo an attack granted by Rombilar's Gambit to throw your shield at an opponent that didn't attack you.
Burn the World
Prerequisite: Running Raider 1st level, Use Magic Device or Use Psionic Device (2 ranks)
Oh beloved flame... Soon, my love, soon I shall feed you the world...
- Stereotypical Arsonist
You no longer take penalties to attacks with improvised weapons involving magical or otherwise supernatural/spell-like fire.
Before: You no longer take penalties to attacks with improvised weapons involving mundane fire.
-----------
So yah, a very easy PRC to get into for some interesting martial perks... that was the intention. Also, even though I didn't give any fluff, I mostly geared it towards a mongol theme.