Barbarian MD
2011-03-26, 04:29 PM
I would very much appreciate it if you folks would take a look at this, my first homebrew base class. Please evaluate it and critique it honestly, and hopefully together we can make it campaign-ready. If you have ideas on how to improve it, or think of something that I've missed in my design, please speak up.
A few design notes:
I feel like melee doesn't get enough love, and shield fighting least of all. The feat tree is so extensive, and in the end you get a not-so-great boost to AC, can't use the best weapons, and gain some fun shield bash abilities.
My intent was to change all of that.
Now, this is definitely a boost from your standard fighter, and it's a definite step up from Swordsage (basically a Swordsage initiating chassis with a ton of shield abilities built onto it). Please consider that when evaluating its balance.
So, without further ado...
CHANGE LOGThanks for the help!
Fixed tower shield dexterity AC penalty, reduced it to -2, rather than -4.
Phalanx fighting only requires one Shield Warrior, rather than everyone having to be one.
Rules re-written so that those who are in a formation that are not Shield Warriors gain bonuses to AC.
Mettle gained earlier.
Bonus to saves gained later, but half bonuses to saves granted early.
Heavy Shield Coup de Grace changed to immediate/swift action and causes attack of opportunity, rather than a free action that did not.
Shield Parry originally cost an attack from your full attack routine. Changed to attacks of opportunity, but a hard limit set to prevent epic feat from giving infinite shield parries.
Modified rules for Shield Slam ability, making it effective against any size creature, negating half the size bonus on the opposed check, and reducing the DC a bit to prevent it from becoming utterly breakable.
Added listen as a class skill. Why? Because of Darkstalker, everyone should have spot and listen as class skills.
Wording of Faithful Defender clarified to define more clearly what a “cone” refers to. Also explicitly included that it works with Wall of Iron.
Tried to flesh out further what Shield of the Unconquerable does, but I’ll be the first to admit that the language still needs work.
Bumped to 4+int from 2+int.
The tasty feats added.
Added additional disciplines.
Made it harder to wield two shields. Cleaned up some language here and there.
SHIELD WARRIOR
http://www.livius.org/a/1/greece/phalanx.jpg
”Return with your shield or on it.”
- Agis I, a shield warrior and king
No military is more feared than one that is untouchable. The Hoplite or Centurian is an eternal image of warfare. In lockstep, their line moves across a battlefield, these Shield Warriors forming an impenetrable wall. Together, they strike fear into the hearts of their foes and stand firmly against tides of darkness.
MAKING A SHIELD WARRIOR
Abilities
Shield Warriors are in the thick of things at the front lines, trading blows and enduring much for the sake of their allies. As such, Strength and Constitution are essential to their survival. In addition, Dexterity is helpful as it further increases their ability to dodge the blows of their enemies.
Races
Most Shield Warriors are humans or dwarves. Some half-orcs are, as well, but their chaotic nature tend to make them the exception, rather than the rule.
Alignment
In concept, individuals of any alignment may be trained as Shield Warriors. However, the machine-like coordination required of Shield Warriors to effectively fight together in formations and the military lifestyle associated with their training tend to appeal to those more lawfully aligned.
Starting Gold
4d4 x 10 gp (100 gp)
Starting Age
As the Fighter
Hit Die
d8
The following are all class features of the Shield Warrior:
Level
BAB
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+1
+2
+0
+0
Favored Shield I, Shield Mastery I
6
4
1
2nd
+2
+3
+0
+0
Superior Shield Technique
7
4
2
3rd
+3
+3
+1
+1
Shield Parry
8
5
2
4th
+4
+4
+1
+1
Shield Mastery II
9
5
2
5th
+5
+4
+1
+1
Favored Shield II, Indomitable Shield Bearer I
10
6
3
6th
+6/+1
+5
+2
+2
Aegis of Adamant
11
6
3
7th
+7/+2
+5
+2
+2
Shield Other
12
6
3
8th
+8/+3
+6
+2
+2
Shield Mastery III
13
7
3
9th
+9/+4
+6
+3
+3
Phalanx Fighting Evasion
14
7
4
10th
+10/+5
+7
+3
+3
Favored Shield III
15
8
4
11th
+11/+6/+1
+7
+3
+3
Wall of Iron
16
8
4
12th
+12/+7/+2
+8
+4
+4
Shield Mastery IV
17
8
4
13th
+13/+8/+3
+8
+4
+4
Bastion of Defense
18
9
4
14th
+14/+9/+4
+9
+4
+4
Mettle
19
9
5
15th
+15/+10/+5
+9
+5
+5
Favored Shield IV
20
10
5
16th
+16/+11/+6/+1
+10
+5
+5
Shield Mastery V
21
10
5
17th
+17/+12/+7/+2
+10
+5
+5
Indomitable Shield Bearer II
22
10
5
18th
+18/+13/+8/+3
+11
+6
+6
Shield Slam
23
11
5
19th
+19/+14/+9/+4
+11
+6
+6
Dual Stance
24
11
5
20th
+20/+15/+10/+5
+12
+6
+6
Favored Shield V, Shield Mastery VI
25
12
6
Class Skills (4 + Int modifier per level; x4 at first level): The class skills of the Shield Warrior are Balance, Craft, Intimidate, Knowledge (History), Listen, Martial Lore, Profession, Spot
CLASS FEATURES
Armor and Weapon Proficiencies
A Shield Warrior is proficient with all simple weapons, martial melee weapons and all martial throwing spears, light armor, and all shields, including tower shields.
The shield of a Shield Warrior can be enchanted both as a weapon and as a piece of armor. The cost for each is calculated separately.
Maneuvers
A Shield Warrior learns and recovers maneuvers and stances as a Swordsage.
A Shield Warrior may only select maneuvers from the Iron Heart, Endarire’s Stone Dragon (http://www.giantitp.com/forums/showthread.php?t=191693”) Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173) and Iron Tortoise (http://www.giantitp.com/forums/showthread.php?t=160377) disciplines, with the following changes:
Army of One:
Driving Lance may be used as part of full attack, though only one strike is subject to bonus abilities granted by this maneuver.
Iron Tortoise:
Shell Shock and Glorious Shell Shock are treated as swift-action boosts that apply to all attacks made during the round.
Snapping Strike, Angering Bite, Enraging Strike, Tortoise Trip, Greater Snapping Strike, and Smashing Shell may all be used as part of a full attack, though only one attack is subject to the bonus abilities granted by the maneuver.
Additionally, choose one discipline. Add "Shields" to the list of chosen weapons of that discipline.
Favored Shield
Choose one type of shield at 1st level (buckler, light, heavy, or tower—all shields fall into one category, and shields that are not specifically labeled as such may be categorized at DM discretion). The armor check penalty is reduced by 1 for every 2 Shield Warrior levels the character has, to a minimum of 0. This shield type may be retrained, advancing one ability per day spent using a new type of shield. As a Shield Warrior advances, she gains special abilities when wielding her favored shield as follows:
Buckler
1st: Buckler Training—You retain your shield bonus to AC while fighting with an off-hand weapon or two-handed weapon. You take no penalty for using a buckler in combat. Treat the buckler as a light shield for determining damage. You may use shield spikes on a buckler.
5th: Buckler Feint—When wielding a buckler, your foe cannot defend himself as you conceal your weapon behind your shield. Each round, you gain a circumstance bonus to your first attack with a one-handed weapon held in your primary hand equal to your Shield Warrior level divided by 2 plus your remaining ECL divided by 4, rounded down.
10th: Buckler Punch—When making a standard or full attack, you may make one additional punching attack with your buckler at a -5 penalty.
15th: Create Vulnerability—If you make a successful strike with your buckler prior to making your other attacks, your foe takes a -2 penalty to AC from all of your attacks in that round.
20th: Buckler Feint II—The circumstance bonus you gain on your first attack from Buckler Feint increases to your full Shield Warrior level, rather than ½.
Light Shield
1st: Shield Slash—Light shields you wield are treated as though they had the Keen enchantment. You shield is treated as both a bludgeoning and a slashing weapon.
5th: Sword and Board I—You gain the benefits of the Two-Weapon Fighting feat, even if you do not meet the requirements. Treat your shield as a light weapon.
10th: One-Two—You may make a shield bash with a light shield at a -5 penalty in addition to your primary attack as part of a standard attack. You do not gain additional attacks when making a full attack.
15th: Sword and Board II—You may make as many attacks with your shield as you can with your primary weapon, up to your BAB. You do not gain additional shield attacks from haste or similar effects.
20th: Shield Slash II—A light shield you wield is treated as though it were a Vorpal weapon.
Heavy Shield
1st: Massive Shielding I—When wielding a heavy shield, gain a 5% miss chance.
5th: Whenever you make a successful shield bash against an opponent, he loses his dexterity bonus to AC for the rest of the round. This ability is useable a number of times equal to your Shield Warrior level divided by 4 plus your remaining ECL divided by 8, rounded down per encounter.
10th: Massive Shielding II—When wielding a heavy shield, gain a 10% miss chance.
15th: Coup de grace—By dropping your shield onto the throat (or similarly injurious anatomy) of a helpless opponent, you may make a Coup De Grace attempt as a immediate or swift action during combat that provokes attacks of opportunity.
20th: Massive Shielding II—When wielding a heavy shield, gain a 20% miss chance.
Tower Shield
1st: Brutal Slam—You may make shield bash attacks with a tower shield. Treat this as a heavy shield that does 2d4 damage. You do not take the normal -2 penalty for wielding a Tower Shield in combat. You may use shield spikes on a tower shield.
5th: Nimble Defender—You may treat a Tower Shield as having a maximum dexterity bonus to AC of 2 (as normal) or take a -2 penalty to your dexterity bonus to AC, whichever is more beneficial.
10th: Faithful Defender—As an immediate action, you may move to interpose yourself between an ally within reach and an enemy. Any attacks directed at your ally during this turn from any foes in a cone (a 90 degree angle drawn with its center in a line from the ally behind you through your position) are instead made against you. You may use this ability a number of times equal to your Shield Warrior level divided by 4 plus your remaining ECL divided by 8, rounded down per encounter. This interacts with Wall of Iron below, so that—on a successfully saving against an area of effect—your ally is considered to be “in a straight line behind you.”
15th: Duck and Cover—As an immediate action, you may duck behind your shield, entirely negating any single attack. If your shield has at least a +3 enhancement bonus, this will even block targeted magic (but not area of effect spells). You may use this ability a number of times per encounter equal to your Shield Warrior level divided by 5 plus your remaining ECL divided by 10, rounded down per encounter.
20th: Iron Fortress—Whenever you enter Total Defense, you become completely immune to any harmful attacks by an enemy, and you may do so as an immediate action that continues at a minimum through your next turn once per encounter. You may not make any attack actions while taking total defense, even if given a class specifies otherwise, or else you forfeit this additional benefit.
Superior Shield Technique
Starting at 2nd level, you can add your levels in Shield Warrior divided by 2, rounded down, as an untyped bonus to your Shield AC, while wielding a shield in your hand.
Shield Parry
Beginning at 3rd level, if you are capable of making attacks with a shield, you may parry the attacks of your enemies instead. Whenever you would be struck by an enemy weapon, you may make an opposed attack roll with your shield. If you win this opposed roll, the attack is completely negated. Take a cumulative -5 penalty (as per BAB) on any parries made after the first. You may not make more parries than your BAB would normally allow (four at level 20, for example).
Shield Mastery
A Shield Warrior is a master of the shield, and as her training advances she becomes nigh untouchable on the battlefield with her chosen shield. This manifests itself in the following ways:
Ruinous: At 1st level, you are treated as having both Improved Shield Bash and Shield Specialization with any shield, even if you would normally be unable to make a shield bash with this type of shield. Apply your full strength bonus to attacks made with a shield.
Shield Ward: At 4th level, you gain the Shield Ward feat, applying your shield bonus to Touch AC, as well as on checks to resist bull rush, disarm, trip, overrun, and grapple attempts.
Steadfast Shield: At 8th level, you can overcome any non-magical effect that would deny you your shield bonus to AC, including the Pin Shield feat. You also gain the benefits of the Block Arrows feat. You may take the epic feats Infinite Deflection and Exceptional Deflection at epic levels, even if you do not meet the requirements to take these feats.
Active Shield Defense: At 12th level, you gain the benefits of the Active Shield Defense feat.
Shield Charge: At 16th level, you gain the benefits of the feats Shield Charge and Shield Slam.
Shield of the Unconquerable: At the pinnacle of your training in the use of a shield in combat, you are virtually untouchable. If you wield a magic shield in your hand, it becomes impassable to any effect and exists on all planes at once. No weapon or magic may pass through it, though you should note that this does not mean that you yourself are completely untouchable—your shield AC still represents the skill required to get around your shield. Your shield is effective against, and immune to, incorporeal and ethereal creatures (and gains the ghost touch enhancement for the purpose of striking incorporeal creatures), [Force] damage, and the like. This manifests itself in a number of ways. The shield, while held, is completely indestructible. Disintegrate spells, dispel magic/mage's disjunction and its derivatives, spheres of annihilation, and other similar effects have absolutely no effect on your shield. (For instance, holding a shield between yourself and a sphere of annihilation may protect you from its effects, so long as you yourself do not touch it. A disintegrate spell targeted on your shield does nothing, but you yourself must still save against a disintegrate targeted on you.) In addition, you are never denied your shield bonus to AC; this includes effects such as from a brilliant energy weapon. This is not a comprehensive list, but merely serve as examples. To summarize: short of DM fiat, you will never lose your shield or its bonus, ever.
Indomitable Shield Bearer I
Upon reaching 5th level, add ¼ your total shield AC to saves.
Aegis of Adamant
You are a master of redirecting the force of blows that strike your shield. Any shield held in your hand cannot be sundered when you reach 6th level, nor can you be disarmed of a shield.
Shield Other
At 7th level, as an immediate action, you may interpose your shield between any ally within reach and a single attack, completely negating the attack. If you have selected Favored Shield: Tower Shield, and are at least 15th level, you may block targeted magical effects, as well, as the class ability, and this would count towards one of your per encounter uses.
Phalanx Fighting
You have mastered the art of fighting in a formation. Beginning at 9th level, whenever you are within reach of an ally who wields a shield, you may fight in formation by overlapping shields. All those within the formation take an additional -1 penalty on attack rolls per other persons in the formation, to a maximum of -5.
You gain a circumstance bonus to your shield AC equal to their Shield AC. In addition, for every ally adjacent to you after the first, you gain an additional circumstance bonus to your shield AC equal to half their own, with a cumulative 50% decrease for additional allies after that (so 100% of first ally, 50% of second, 25% of third...).
Any ally who is adjacent to you that does not have levels in Shield Warrior gains a bonus to their own Shield AC equal to one-half of your own, and any Shield Warriors below 9th level gain a bonus to their Shield AC equal to yours. The bonus gained from additional Shield Warriors after the first follows the cumulative 50% decrease rule.
All of these bonuses are calculated based on Shield ACs unmodified by Phalanx Fighting (and thus, do not grant infinite loops).
When at least five characters wielding shields, one of which must be a Shield Warrior, fill a tightly packed circle (a testudo), they gain additional benefits. While fighting defensively or taking the total defense option, all characters within the formation become immune to ranged weapon attacks (with the exception of any attack that is rolled as a natural 20), up to and including those of one size category larger than themselves. They also cannot be moved in any way, except by an enemy or object at least two size categories larger than themselves. (If a formation of characters are of varying size, calculate the average size and round down). A formation acts on the same initiative count, an average of all those in formation, and can move as one unit at a maximum speed of 5’ and maintain the formation. Forming a testudo requires a swift action expenditure from all those involved, though leaving a testudo and filling an empty gap in an already formed testudo are nonactions.
Evasion
At 9th level, you can use your shield to avoid even magical and unusual attacks. If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can only be used while holding a shield. If you are helpless, you do not gain the benefit of evasion.
Wall of Iron
Beginning at 11th, if you save against an area effect, you block the line of effect in a straight line behind you. [Thanks go to Nero24200 for this idea]
Bastion of Defense
At 13th level, a Shield Warrior can no longer be flanked. This denies a rogue the ability to sneak attack the Shield Warrior by flanking him, unless the attacker has at least four more rogue levels than the target has Shield Warrior levels.
Mettle
While holding a shield, you gain the benefits of Mettle beginning at 14th level.
Indomitable Shield Bearer II
Upon reaching 17th level, add ½ your total shield AC to saves.
Shield Slam
Beginning at 18th level, you may choose to knock an opponent off his feet with your shield bashes. If your attack hits, deal damage normally. Make opposed strength checks, as per the rules for a bull rush, that do not provoke attacks of opportunity. For every 5 points that you beat your opponent’s check, he is flung back 5’. He also must make a DC BAB+Str+ ¼ Shield AC Reflex Save or fall prone. If he strikes an object or another creature in flight, both take damage according to the rules for falling damage. There is no limit on the size of a creature that you can Shield Slam, as opposed to the normal rules for bull rush. Whereas for a normal bull rush, your foe gains a +4 size bonus for every size he is larger than you, your foe only receives ½ his size bonus for every size he is larger than you.
There are already a few maneuvers that the Shield Warrior has access to from Iron Tortoise that provide for shield bash/knock backs at earlier levels. This gives it as a permanent ability that can be used on any shield bash. Obviously, you’ll only be able to successfully make one of these, since it will disrupt your full attack routine to knock your opponent out of reach. I expect players to use this as their last strike in a full attack routine, and if it hits it will limit your opponent to a standard attack against you on his next turn, because he’ll have to waste a move action to get to you. It is for these reasons that I’m granting it at such a late level.
Some explanation on the size bonus thing: Say you’re a large Shield Warrior, and you are bashing a colossal enemy. You gain a +4 size bonus on the check, as normal. Your opponent gains a +4 size bonus for large, and then gains (½ * 12 =) 6 bonus for huge, gargantual, and colossal. Therefore, your opponent only gets a +10, rather than a +16, for being four size categories larger than medium. I know that’s complicated, but I wanted to cut it down a notch, without completely negating it.
Dual Stance
Upon reaching 19th level, you are capable of using two martial stances simultaneously, or if you have a class feature that gives you this benefit (such as the warblade or master of nine) you are instead capable of using three. You are also capable of taking two swift actions a round, so long as one of them is used to go into a martial stance. [Thanks Krimm]
FEATS
Double Shield Bearer
Prerequisite: Shield Warrior level 7
Benefit: You may wield two shields at once, one in each hand (or a buckler on each arm). The AC bonus you gain from each shield is cumulative, as is the enhancement bonus from magical shields. The AC bonus gained from Superior Shield Technique is ¾ your class level, rather than ½. Benefits gained from Favored Shield are not cumulative, so a Shield Warrior wielding two Heavy Shields would not benefit from a 40% miss chance.
Normal: The AC bonuses from wielding two shields do not normally stack.
Versatile Training
Prerequisite: Double Shield Bearer, Shield Warrior level 15
Benefit: Gain the benefits of an additional Favored Shield. This must be a different type of shield than you have already chosen, as benefits gained from the same Favored Shield are not cumulative. In addition, while wielding two shields, a Shield Warrior may Parry a number of times equal to the attacks you can make during a round.
Shield Throwing
Prerequisite: Shield Warrior level 1
Benefit: As part of an attack or a full attack, you may throw your light shield. It has a range increment of 30 feet. Apply your strength modifier to damage and calculate criticals as normal for the shield, rather than per normal thrown weapon rules. The shield, for whatever reason, returns to your hand immediately after it strikes the target, and is ready for use again during the same round that it is thrown. In addition, you may choose to bank your shield between targets, with a total number of attacks per round limited by your BAB, and taking a cumulative -5 penalty for additional attacks after the first, as normal. Each target must be within 30’ of the next, and, in order to return to your hand, must be within 5 range increments of you at the end of its journey. While it is not required that you ululate when throwing your shield, it is highly recommended.
Normal: Normally, you are not a Warrior Princess.
[Epic Progression]
{table]Level|Abilites
21|Improved Evasion or Mettle
22|Epic Shield Parry
23|Favored Shield VI
24|Shield Mastery VII
25|Nigh Untouchable[/table]
Maneuvers: The Shield Warrior's initiator level is equal to his or her class level. The Shield Warriors's maneuvers readied does not increase after 20th level. The Shield Warrior learns an additional maneuver known at every odd level(21st, 23rd, 25th etc.). [Following Krimm's lead]
Improved Evasion or Improved Mettle
At level 21, the Shield Warrior gains either Improved Evasion or Improved Mettle while holding a shield. This choice cannot be changed.
Epic Shield Parry
As Shield Parry, but can deflect magic. DC to parry magic is 20+Spell DC. If no spell DC, calculate one and add additional 20 to parry DC, for total of 40+Spell DC. The number of uses is still limited by BAB per round.
Favored Shield VI
-Buckler: Pending
-Light: While utilizing two-weapon fighting, you take no penalties to your attack rolls.
-Heavy: The miss chance increases to 40%.
-Tower: You may Duck and Cover as free action instead of an immediate action, and you may now use the ability once per 3 levels instead of once per 5.
Shield Mastery VII
Gain the benefits of Infinite Deflection and Exceptional Deflection while wielding shield.
Nigh untouchable
At Level 25, the Shield Warrior is immune to ability damage or drain while wielding shield. The Shield Warrior also gains Heavy Fortification.
(More may eventually come)
******************
Finally, a big thanks to all those who have helped brainstorm ideas and those who have helped critique this build (Mesidoomstalker, Tacitus, Deadjester, and wayfare). I really appreciate the help and the encouragement, and I’m looking forward to having a fully-balanced class that most DMs will accept as written.
A few design notes:
I feel like melee doesn't get enough love, and shield fighting least of all. The feat tree is so extensive, and in the end you get a not-so-great boost to AC, can't use the best weapons, and gain some fun shield bash abilities.
My intent was to change all of that.
Now, this is definitely a boost from your standard fighter, and it's a definite step up from Swordsage (basically a Swordsage initiating chassis with a ton of shield abilities built onto it). Please consider that when evaluating its balance.
So, without further ado...
CHANGE LOGThanks for the help!
Fixed tower shield dexterity AC penalty, reduced it to -2, rather than -4.
Phalanx fighting only requires one Shield Warrior, rather than everyone having to be one.
Rules re-written so that those who are in a formation that are not Shield Warriors gain bonuses to AC.
Mettle gained earlier.
Bonus to saves gained later, but half bonuses to saves granted early.
Heavy Shield Coup de Grace changed to immediate/swift action and causes attack of opportunity, rather than a free action that did not.
Shield Parry originally cost an attack from your full attack routine. Changed to attacks of opportunity, but a hard limit set to prevent epic feat from giving infinite shield parries.
Modified rules for Shield Slam ability, making it effective against any size creature, negating half the size bonus on the opposed check, and reducing the DC a bit to prevent it from becoming utterly breakable.
Added listen as a class skill. Why? Because of Darkstalker, everyone should have spot and listen as class skills.
Wording of Faithful Defender clarified to define more clearly what a “cone” refers to. Also explicitly included that it works with Wall of Iron.
Tried to flesh out further what Shield of the Unconquerable does, but I’ll be the first to admit that the language still needs work.
Bumped to 4+int from 2+int.
The tasty feats added.
Added additional disciplines.
Made it harder to wield two shields. Cleaned up some language here and there.
SHIELD WARRIOR
http://www.livius.org/a/1/greece/phalanx.jpg
”Return with your shield or on it.”
- Agis I, a shield warrior and king
No military is more feared than one that is untouchable. The Hoplite or Centurian is an eternal image of warfare. In lockstep, their line moves across a battlefield, these Shield Warriors forming an impenetrable wall. Together, they strike fear into the hearts of their foes and stand firmly against tides of darkness.
MAKING A SHIELD WARRIOR
Abilities
Shield Warriors are in the thick of things at the front lines, trading blows and enduring much for the sake of their allies. As such, Strength and Constitution are essential to their survival. In addition, Dexterity is helpful as it further increases their ability to dodge the blows of their enemies.
Races
Most Shield Warriors are humans or dwarves. Some half-orcs are, as well, but their chaotic nature tend to make them the exception, rather than the rule.
Alignment
In concept, individuals of any alignment may be trained as Shield Warriors. However, the machine-like coordination required of Shield Warriors to effectively fight together in formations and the military lifestyle associated with their training tend to appeal to those more lawfully aligned.
Starting Gold
4d4 x 10 gp (100 gp)
Starting Age
As the Fighter
Hit Die
d8
The following are all class features of the Shield Warrior:
Level
BAB
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances Known
1st
+1
+2
+0
+0
Favored Shield I, Shield Mastery I
6
4
1
2nd
+2
+3
+0
+0
Superior Shield Technique
7
4
2
3rd
+3
+3
+1
+1
Shield Parry
8
5
2
4th
+4
+4
+1
+1
Shield Mastery II
9
5
2
5th
+5
+4
+1
+1
Favored Shield II, Indomitable Shield Bearer I
10
6
3
6th
+6/+1
+5
+2
+2
Aegis of Adamant
11
6
3
7th
+7/+2
+5
+2
+2
Shield Other
12
6
3
8th
+8/+3
+6
+2
+2
Shield Mastery III
13
7
3
9th
+9/+4
+6
+3
+3
Phalanx Fighting Evasion
14
7
4
10th
+10/+5
+7
+3
+3
Favored Shield III
15
8
4
11th
+11/+6/+1
+7
+3
+3
Wall of Iron
16
8
4
12th
+12/+7/+2
+8
+4
+4
Shield Mastery IV
17
8
4
13th
+13/+8/+3
+8
+4
+4
Bastion of Defense
18
9
4
14th
+14/+9/+4
+9
+4
+4
Mettle
19
9
5
15th
+15/+10/+5
+9
+5
+5
Favored Shield IV
20
10
5
16th
+16/+11/+6/+1
+10
+5
+5
Shield Mastery V
21
10
5
17th
+17/+12/+7/+2
+10
+5
+5
Indomitable Shield Bearer II
22
10
5
18th
+18/+13/+8/+3
+11
+6
+6
Shield Slam
23
11
5
19th
+19/+14/+9/+4
+11
+6
+6
Dual Stance
24
11
5
20th
+20/+15/+10/+5
+12
+6
+6
Favored Shield V, Shield Mastery VI
25
12
6
Class Skills (4 + Int modifier per level; x4 at first level): The class skills of the Shield Warrior are Balance, Craft, Intimidate, Knowledge (History), Listen, Martial Lore, Profession, Spot
CLASS FEATURES
Armor and Weapon Proficiencies
A Shield Warrior is proficient with all simple weapons, martial melee weapons and all martial throwing spears, light armor, and all shields, including tower shields.
The shield of a Shield Warrior can be enchanted both as a weapon and as a piece of armor. The cost for each is calculated separately.
Maneuvers
A Shield Warrior learns and recovers maneuvers and stances as a Swordsage.
A Shield Warrior may only select maneuvers from the Iron Heart, Endarire’s Stone Dragon (http://www.giantitp.com/forums/showthread.php?t=191693”) Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173) and Iron Tortoise (http://www.giantitp.com/forums/showthread.php?t=160377) disciplines, with the following changes:
Army of One:
Driving Lance may be used as part of full attack, though only one strike is subject to bonus abilities granted by this maneuver.
Iron Tortoise:
Shell Shock and Glorious Shell Shock are treated as swift-action boosts that apply to all attacks made during the round.
Snapping Strike, Angering Bite, Enraging Strike, Tortoise Trip, Greater Snapping Strike, and Smashing Shell may all be used as part of a full attack, though only one attack is subject to the bonus abilities granted by the maneuver.
Additionally, choose one discipline. Add "Shields" to the list of chosen weapons of that discipline.
Favored Shield
Choose one type of shield at 1st level (buckler, light, heavy, or tower—all shields fall into one category, and shields that are not specifically labeled as such may be categorized at DM discretion). The armor check penalty is reduced by 1 for every 2 Shield Warrior levels the character has, to a minimum of 0. This shield type may be retrained, advancing one ability per day spent using a new type of shield. As a Shield Warrior advances, she gains special abilities when wielding her favored shield as follows:
Buckler
1st: Buckler Training—You retain your shield bonus to AC while fighting with an off-hand weapon or two-handed weapon. You take no penalty for using a buckler in combat. Treat the buckler as a light shield for determining damage. You may use shield spikes on a buckler.
5th: Buckler Feint—When wielding a buckler, your foe cannot defend himself as you conceal your weapon behind your shield. Each round, you gain a circumstance bonus to your first attack with a one-handed weapon held in your primary hand equal to your Shield Warrior level divided by 2 plus your remaining ECL divided by 4, rounded down.
10th: Buckler Punch—When making a standard or full attack, you may make one additional punching attack with your buckler at a -5 penalty.
15th: Create Vulnerability—If you make a successful strike with your buckler prior to making your other attacks, your foe takes a -2 penalty to AC from all of your attacks in that round.
20th: Buckler Feint II—The circumstance bonus you gain on your first attack from Buckler Feint increases to your full Shield Warrior level, rather than ½.
Light Shield
1st: Shield Slash—Light shields you wield are treated as though they had the Keen enchantment. You shield is treated as both a bludgeoning and a slashing weapon.
5th: Sword and Board I—You gain the benefits of the Two-Weapon Fighting feat, even if you do not meet the requirements. Treat your shield as a light weapon.
10th: One-Two—You may make a shield bash with a light shield at a -5 penalty in addition to your primary attack as part of a standard attack. You do not gain additional attacks when making a full attack.
15th: Sword and Board II—You may make as many attacks with your shield as you can with your primary weapon, up to your BAB. You do not gain additional shield attacks from haste or similar effects.
20th: Shield Slash II—A light shield you wield is treated as though it were a Vorpal weapon.
Heavy Shield
1st: Massive Shielding I—When wielding a heavy shield, gain a 5% miss chance.
5th: Whenever you make a successful shield bash against an opponent, he loses his dexterity bonus to AC for the rest of the round. This ability is useable a number of times equal to your Shield Warrior level divided by 4 plus your remaining ECL divided by 8, rounded down per encounter.
10th: Massive Shielding II—When wielding a heavy shield, gain a 10% miss chance.
15th: Coup de grace—By dropping your shield onto the throat (or similarly injurious anatomy) of a helpless opponent, you may make a Coup De Grace attempt as a immediate or swift action during combat that provokes attacks of opportunity.
20th: Massive Shielding II—When wielding a heavy shield, gain a 20% miss chance.
Tower Shield
1st: Brutal Slam—You may make shield bash attacks with a tower shield. Treat this as a heavy shield that does 2d4 damage. You do not take the normal -2 penalty for wielding a Tower Shield in combat. You may use shield spikes on a tower shield.
5th: Nimble Defender—You may treat a Tower Shield as having a maximum dexterity bonus to AC of 2 (as normal) or take a -2 penalty to your dexterity bonus to AC, whichever is more beneficial.
10th: Faithful Defender—As an immediate action, you may move to interpose yourself between an ally within reach and an enemy. Any attacks directed at your ally during this turn from any foes in a cone (a 90 degree angle drawn with its center in a line from the ally behind you through your position) are instead made against you. You may use this ability a number of times equal to your Shield Warrior level divided by 4 plus your remaining ECL divided by 8, rounded down per encounter. This interacts with Wall of Iron below, so that—on a successfully saving against an area of effect—your ally is considered to be “in a straight line behind you.”
15th: Duck and Cover—As an immediate action, you may duck behind your shield, entirely negating any single attack. If your shield has at least a +3 enhancement bonus, this will even block targeted magic (but not area of effect spells). You may use this ability a number of times per encounter equal to your Shield Warrior level divided by 5 plus your remaining ECL divided by 10, rounded down per encounter.
20th: Iron Fortress—Whenever you enter Total Defense, you become completely immune to any harmful attacks by an enemy, and you may do so as an immediate action that continues at a minimum through your next turn once per encounter. You may not make any attack actions while taking total defense, even if given a class specifies otherwise, or else you forfeit this additional benefit.
Superior Shield Technique
Starting at 2nd level, you can add your levels in Shield Warrior divided by 2, rounded down, as an untyped bonus to your Shield AC, while wielding a shield in your hand.
Shield Parry
Beginning at 3rd level, if you are capable of making attacks with a shield, you may parry the attacks of your enemies instead. Whenever you would be struck by an enemy weapon, you may make an opposed attack roll with your shield. If you win this opposed roll, the attack is completely negated. Take a cumulative -5 penalty (as per BAB) on any parries made after the first. You may not make more parries than your BAB would normally allow (four at level 20, for example).
Shield Mastery
A Shield Warrior is a master of the shield, and as her training advances she becomes nigh untouchable on the battlefield with her chosen shield. This manifests itself in the following ways:
Ruinous: At 1st level, you are treated as having both Improved Shield Bash and Shield Specialization with any shield, even if you would normally be unable to make a shield bash with this type of shield. Apply your full strength bonus to attacks made with a shield.
Shield Ward: At 4th level, you gain the Shield Ward feat, applying your shield bonus to Touch AC, as well as on checks to resist bull rush, disarm, trip, overrun, and grapple attempts.
Steadfast Shield: At 8th level, you can overcome any non-magical effect that would deny you your shield bonus to AC, including the Pin Shield feat. You also gain the benefits of the Block Arrows feat. You may take the epic feats Infinite Deflection and Exceptional Deflection at epic levels, even if you do not meet the requirements to take these feats.
Active Shield Defense: At 12th level, you gain the benefits of the Active Shield Defense feat.
Shield Charge: At 16th level, you gain the benefits of the feats Shield Charge and Shield Slam.
Shield of the Unconquerable: At the pinnacle of your training in the use of a shield in combat, you are virtually untouchable. If you wield a magic shield in your hand, it becomes impassable to any effect and exists on all planes at once. No weapon or magic may pass through it, though you should note that this does not mean that you yourself are completely untouchable—your shield AC still represents the skill required to get around your shield. Your shield is effective against, and immune to, incorporeal and ethereal creatures (and gains the ghost touch enhancement for the purpose of striking incorporeal creatures), [Force] damage, and the like. This manifests itself in a number of ways. The shield, while held, is completely indestructible. Disintegrate spells, dispel magic/mage's disjunction and its derivatives, spheres of annihilation, and other similar effects have absolutely no effect on your shield. (For instance, holding a shield between yourself and a sphere of annihilation may protect you from its effects, so long as you yourself do not touch it. A disintegrate spell targeted on your shield does nothing, but you yourself must still save against a disintegrate targeted on you.) In addition, you are never denied your shield bonus to AC; this includes effects such as from a brilliant energy weapon. This is not a comprehensive list, but merely serve as examples. To summarize: short of DM fiat, you will never lose your shield or its bonus, ever.
Indomitable Shield Bearer I
Upon reaching 5th level, add ¼ your total shield AC to saves.
Aegis of Adamant
You are a master of redirecting the force of blows that strike your shield. Any shield held in your hand cannot be sundered when you reach 6th level, nor can you be disarmed of a shield.
Shield Other
At 7th level, as an immediate action, you may interpose your shield between any ally within reach and a single attack, completely negating the attack. If you have selected Favored Shield: Tower Shield, and are at least 15th level, you may block targeted magical effects, as well, as the class ability, and this would count towards one of your per encounter uses.
Phalanx Fighting
You have mastered the art of fighting in a formation. Beginning at 9th level, whenever you are within reach of an ally who wields a shield, you may fight in formation by overlapping shields. All those within the formation take an additional -1 penalty on attack rolls per other persons in the formation, to a maximum of -5.
You gain a circumstance bonus to your shield AC equal to their Shield AC. In addition, for every ally adjacent to you after the first, you gain an additional circumstance bonus to your shield AC equal to half their own, with a cumulative 50% decrease for additional allies after that (so 100% of first ally, 50% of second, 25% of third...).
Any ally who is adjacent to you that does not have levels in Shield Warrior gains a bonus to their own Shield AC equal to one-half of your own, and any Shield Warriors below 9th level gain a bonus to their Shield AC equal to yours. The bonus gained from additional Shield Warriors after the first follows the cumulative 50% decrease rule.
All of these bonuses are calculated based on Shield ACs unmodified by Phalanx Fighting (and thus, do not grant infinite loops).
When at least five characters wielding shields, one of which must be a Shield Warrior, fill a tightly packed circle (a testudo), they gain additional benefits. While fighting defensively or taking the total defense option, all characters within the formation become immune to ranged weapon attacks (with the exception of any attack that is rolled as a natural 20), up to and including those of one size category larger than themselves. They also cannot be moved in any way, except by an enemy or object at least two size categories larger than themselves. (If a formation of characters are of varying size, calculate the average size and round down). A formation acts on the same initiative count, an average of all those in formation, and can move as one unit at a maximum speed of 5’ and maintain the formation. Forming a testudo requires a swift action expenditure from all those involved, though leaving a testudo and filling an empty gap in an already formed testudo are nonactions.
Evasion
At 9th level, you can use your shield to avoid even magical and unusual attacks. If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can only be used while holding a shield. If you are helpless, you do not gain the benefit of evasion.
Wall of Iron
Beginning at 11th, if you save against an area effect, you block the line of effect in a straight line behind you. [Thanks go to Nero24200 for this idea]
Bastion of Defense
At 13th level, a Shield Warrior can no longer be flanked. This denies a rogue the ability to sneak attack the Shield Warrior by flanking him, unless the attacker has at least four more rogue levels than the target has Shield Warrior levels.
Mettle
While holding a shield, you gain the benefits of Mettle beginning at 14th level.
Indomitable Shield Bearer II
Upon reaching 17th level, add ½ your total shield AC to saves.
Shield Slam
Beginning at 18th level, you may choose to knock an opponent off his feet with your shield bashes. If your attack hits, deal damage normally. Make opposed strength checks, as per the rules for a bull rush, that do not provoke attacks of opportunity. For every 5 points that you beat your opponent’s check, he is flung back 5’. He also must make a DC BAB+Str+ ¼ Shield AC Reflex Save or fall prone. If he strikes an object or another creature in flight, both take damage according to the rules for falling damage. There is no limit on the size of a creature that you can Shield Slam, as opposed to the normal rules for bull rush. Whereas for a normal bull rush, your foe gains a +4 size bonus for every size he is larger than you, your foe only receives ½ his size bonus for every size he is larger than you.
There are already a few maneuvers that the Shield Warrior has access to from Iron Tortoise that provide for shield bash/knock backs at earlier levels. This gives it as a permanent ability that can be used on any shield bash. Obviously, you’ll only be able to successfully make one of these, since it will disrupt your full attack routine to knock your opponent out of reach. I expect players to use this as their last strike in a full attack routine, and if it hits it will limit your opponent to a standard attack against you on his next turn, because he’ll have to waste a move action to get to you. It is for these reasons that I’m granting it at such a late level.
Some explanation on the size bonus thing: Say you’re a large Shield Warrior, and you are bashing a colossal enemy. You gain a +4 size bonus on the check, as normal. Your opponent gains a +4 size bonus for large, and then gains (½ * 12 =) 6 bonus for huge, gargantual, and colossal. Therefore, your opponent only gets a +10, rather than a +16, for being four size categories larger than medium. I know that’s complicated, but I wanted to cut it down a notch, without completely negating it.
Dual Stance
Upon reaching 19th level, you are capable of using two martial stances simultaneously, or if you have a class feature that gives you this benefit (such as the warblade or master of nine) you are instead capable of using three. You are also capable of taking two swift actions a round, so long as one of them is used to go into a martial stance. [Thanks Krimm]
FEATS
Double Shield Bearer
Prerequisite: Shield Warrior level 7
Benefit: You may wield two shields at once, one in each hand (or a buckler on each arm). The AC bonus you gain from each shield is cumulative, as is the enhancement bonus from magical shields. The AC bonus gained from Superior Shield Technique is ¾ your class level, rather than ½. Benefits gained from Favored Shield are not cumulative, so a Shield Warrior wielding two Heavy Shields would not benefit from a 40% miss chance.
Normal: The AC bonuses from wielding two shields do not normally stack.
Versatile Training
Prerequisite: Double Shield Bearer, Shield Warrior level 15
Benefit: Gain the benefits of an additional Favored Shield. This must be a different type of shield than you have already chosen, as benefits gained from the same Favored Shield are not cumulative. In addition, while wielding two shields, a Shield Warrior may Parry a number of times equal to the attacks you can make during a round.
Shield Throwing
Prerequisite: Shield Warrior level 1
Benefit: As part of an attack or a full attack, you may throw your light shield. It has a range increment of 30 feet. Apply your strength modifier to damage and calculate criticals as normal for the shield, rather than per normal thrown weapon rules. The shield, for whatever reason, returns to your hand immediately after it strikes the target, and is ready for use again during the same round that it is thrown. In addition, you may choose to bank your shield between targets, with a total number of attacks per round limited by your BAB, and taking a cumulative -5 penalty for additional attacks after the first, as normal. Each target must be within 30’ of the next, and, in order to return to your hand, must be within 5 range increments of you at the end of its journey. While it is not required that you ululate when throwing your shield, it is highly recommended.
Normal: Normally, you are not a Warrior Princess.
[Epic Progression]
{table]Level|Abilites
21|Improved Evasion or Mettle
22|Epic Shield Parry
23|Favored Shield VI
24|Shield Mastery VII
25|Nigh Untouchable[/table]
Maneuvers: The Shield Warrior's initiator level is equal to his or her class level. The Shield Warriors's maneuvers readied does not increase after 20th level. The Shield Warrior learns an additional maneuver known at every odd level(21st, 23rd, 25th etc.). [Following Krimm's lead]
Improved Evasion or Improved Mettle
At level 21, the Shield Warrior gains either Improved Evasion or Improved Mettle while holding a shield. This choice cannot be changed.
Epic Shield Parry
As Shield Parry, but can deflect magic. DC to parry magic is 20+Spell DC. If no spell DC, calculate one and add additional 20 to parry DC, for total of 40+Spell DC. The number of uses is still limited by BAB per round.
Favored Shield VI
-Buckler: Pending
-Light: While utilizing two-weapon fighting, you take no penalties to your attack rolls.
-Heavy: The miss chance increases to 40%.
-Tower: You may Duck and Cover as free action instead of an immediate action, and you may now use the ability once per 3 levels instead of once per 5.
Shield Mastery VII
Gain the benefits of Infinite Deflection and Exceptional Deflection while wielding shield.
Nigh untouchable
At Level 25, the Shield Warrior is immune to ability damage or drain while wielding shield. The Shield Warrior also gains Heavy Fortification.
(More may eventually come)
******************
Finally, a big thanks to all those who have helped brainstorm ideas and those who have helped critique this build (Mesidoomstalker, Tacitus, Deadjester, and wayfare). I really appreciate the help and the encouragement, and I’m looking forward to having a fully-balanced class that most DMs will accept as written.