InstinctsKill
2013-05-06, 10:34 PM
Changelog:
11SEP13
- Added "Glancing Away" to class features.
- Added a "Shieldmaiden Feats" section with two feats: "Towering Thrust" and "Improved Towering Thrust."
- Changed "Halt!" to make it more useful in combat, keeping its overall increased effectiveness in comparison to "Stand Still."
- Changed "I've Got You Covered!" so that the embedded "Bull Rush" mechanic remains but is not guaranteed.
12SEP13
- Moved "Damage Reduction" from a level 5 class feature to a level 1 class feature to accommodate for the new "Shout."
- Added "Stubborn Resolve" to the "Shouts" list.
- Added "Menacing Bellow" to the "Shouts" list.
- Created a "Shield Combat" pathing choice to choose between "Two-Handed Shield Fighting" and "Board and Sword" styles.
- Added "Board and Board" to the "Shieldmaiden Feats" section.
- Added "Mother's Touch" to class features.
- Added "Compelling Reasoning" to class features.
13SEP13
- Added "Bluff" the class skill list.
- Added "Superior Defense" to class features, enabling a choice among four unique abilities: Armored Indifference, Lightened Load, Flighted Deflection, and Spell Block.
- Added "Combat Expertise" to class features.
- Added "Indomitable Self" to class features.
- Added "Able-Bodied" to class features.
25SEP13
- Deleted majority of the change log to reduce clutter.
- Deleted the cooldown aspect of "Shouts."
- Changed "Triumphant Blow" table to Sickened or Nauseated because they don't stack.
- Split "Able-Bodied" into 3 tiers (I, II, and III) in order to offer more utility at later levels.
- Changed "Compelling Reasoning" to use the full Cha modifier instead of just half.
- Changed the description of "Iron Maiden" to better convey what it does.
- Changed the "Abilities" area to no longer include Str as a necessary attribute for the class.
Shieldmaiden
http://www.artflakes.com/artwork/products/633759/zoom/the-shieldmaiden.jpg?1315985085
The Shieldmaiden by Christian Hoejgaard: see more of his work here (http://www.artflakes.com/en/shop/christian-hoejgaard).
Everybody knows the best offense is a defiant defense.
-Persephone Lothblok, renowned shieldmaiden
The shieldmaiden is the protective mother of the battlefield. She'll do whatever she can to keep her companions safe, even if it means taking the blows upon herself in order to do so. Her motherly instinct also drives her to protect the innocent and the weak who are unable to properly defend themselves.
Adventures: The main adventuring motivation for a shieldmaiden is to go along with her companions (usually friends and/or family beforehand) in order to keep them safe in their travels. She might also be hired as a fearless bodyguard who regards the lives of her clients above her own.
Characteristics: A shieldmaiden's purpose is to draw aggro in a fight while bolstering the attacks and defenses of her party as well as degrading an enemy's ability to fight.
Alignment: Usually good for the fact that her main purpose is to protect people. However, evil-aligned shieldmaidens are capable of existing, willing ONLY to protect those she chooses.
Religion: Any gods or goddesses of protection are a good suit for a shieldmaiden. Moradin, Bahamut, Syreth, and Koriel are all examples.
Background: A shieldmaiden is only open to females who are of a brazen composition. They are a stalwart bunch who usually are in favor of doing what is for the good of the party. They are excellent leaders both on and off the battlefield. Their motherly aspect gives them an advantage in imparting their words of wisdom in many delicate situations, but their fierce composure makes them a force to be reckoned with in the face of danger.
Races: Any.
Other Classes: A shieldmaiden will typically butt heads with those who are not concerned with the good of the group, such as rogues or other classes who, many times, will adventure for the good of themselves above all. Conversely, they get along particularly well with any class whose intent is also to protect and serve, such as the paladin or a healer class.
Role: As a protector of her party, the shieldmaiden looks to control the battlefield to the best of her ability through shouts of inspiration to her comrades while tossing taunts to her enemies in order to draw their attention to her.
Adaptation: There is little a DM would need to do in order to fit a shieldmaiden into their world. However unique the existence of the world may be, the protect-and-serve mentality of a shieldmaiden will not likely be altered.
GAME RULE INFORMATION
Shieldmaiden's have the following game statistics.
Abilities: The most important abilities of a shieldmaiden are Con and Cha, though not necessarily in that order. Constitution helps your maiden be a bit "beefier" in combat, allowing her to sustain more damage. Charisma enables a maiden to utilize some of her shouts more effectively.
Alignment: Any, though usually some form of good.
Hit Die: d12
Starting Age: Typically, a shieldmaiden is old enough to be a mother at whatever age that may be within her race. Although, it is possible for a maiden younger than that to develop her mother-like complex earlier.
Starting Gold: As fighter.
Class Skills
The Shieldmaiden's class skills (and the key ability for each skill) are...
Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Listen(Wis), Perform(Cha), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spot(Wis), and Swim(Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Shieldmaiden
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Shouts
1st| +1|
+2|
+0|
+0|Shield Combat, Improved Shield Bash, Weaponized Protection, Damage Reduction 1/-|
2
2nd| +2|
+3|
+0|
+0|Mother's Touch, Shield Mastery(Weapon Focus), I've Got You Covered!(2)|
3
3rd| +3|
+3|
+1|
+1|Glancing Away, Combat Expertise, Triumphant Blow(1/day; +3d8)|
3
4th| +4|
+4|
+1|
+1|Shield Wall, Mettle|
4
5th| +5|
+4|
+1|
+1|Able-Bodied I, Damage Reduction 2/-, I've Got You Covered!(3)|
5
6th| +6/+1|
+5|
+2|
+2|Halt!, Shield Mastery(Weapon Specialization)|
5
7th| +7/+2|
+5|
+2|
+2|Compelling Reasoning, Indomitable Self, Triumphant Blow(2/day)|
6
8th| +8/+3|
+6|
+2|
+2|Baleful Bash, I've Got You Covered!(4)|
7
9th| +9/+4|
+6|
+3|
+3|Able-Bodied II, Damage Reduction 3/-|
7
10th| +10/+5|
+7|
+3|
+3|Superior Defense, Shield Mastery(Greater Weapon Focus)|
8
11th| +11/+6/+1|
+7|
+3|
+3|Triumphant Blow(+5d8), I've Got You Covered!(5)|
9
12th| +12/+7/+2|
+8|
+4|
+4|Vigorous Retribution|
9
13th| +13/+8/+3|
+8|
+4|
+4|Counter Shield, Able-Bodied III, Damage Reduction 4/-|
10
14th| +14/+9/+4|
+9|
+4|
+4|Shield Mastery(Greater Weapon Specialization), I've Got You Covered!(6)|
11
15th| +15/+10/+5|
+9|
+5|
+5|Superior Defense, Triumphant Blow(3/day)|
11
16th| +16/+11/+6/+1|
+10|
+5|
+5|Improved Baleful Bash|
12
17th| +17/+12/+7/+2|
+10|
+5|
+5|Damage Reduction 5/-, I've Got You Covered!(7)|
13
18th| +18/+13/+8/+3|
+11|
+6|
+6|Shield Mastery(Shield Warrior)|
13
19th| +19/+14/+9/+4|
+11|
+6|
+6|Triumphant Blow(+7d8)|
14
20th| +20/+15/+10/+5|
+12|
+6|
+6|Iron Maiden, Superior Defense, I've Got You Covered!(8)|
15
[/table]
Class Features
All of the following are class features of the Shieldmaiden.
Weapon and Armor Proficiencies:
Shieldmaidens are proficient with all simple weapons.
Shieldmaidens are proficient with all armor (heavy, medium, or light) as well as shields (as a weapon and armor), including tower shields.
Shieldmaidens are proficient in the use of shield spikes, as well.
Shield Combat (Ex):
Shieldmaidens are extremely adept at using shields in combat, but each shieldmaiden has their own style of shield-wielding that sets them apart from other shieldmaidens.
At 1st level, a shieldmaiden chooses whether she wants to specialize in Two-Handed Shield Fighting or Board and Sword.
Two-Handed Shield Fighting (Ex):
In lieu of a standard weapon to accompany her shield, a shieldmaiden may choose to wield her shield with both hands, gaining added damage in doing so.
Damage in the table is based on a medium creature. Other effects, such as damage type and critical ranges remain the same. All other effects that can be applied to standard two-handed weapons are applicable (1.5 STR on Attack, Power Attack, etc.).
A shieldmaiden may use two hands to attack with a shield without having to take Two-Handed Shield Fighting, but they do not get the bonus of the added damage dice.
{table=head]Shield Type|Dmg|Reg
Light Shield|1d4|1d3
Light Shield, Spiked|1d6|1d4
Heavy Shield|1d8|1d4
Heavy Shield, Spiked|1d10|1d6
Tower Shield|1d12|1d8*
[/table]
*Unique to Shieldmaiden
Board and Sword (Ex):
Much like the traditional defense-oriented combatant, a shieldmaiden may use a sword and shield. However, by specializing in Board and Sword, she is treated as having the Two-Weapon Fighting (http://www.d20srd.org/srd/feats.htm#twoWeaponFighting) feat given that she is using a shield in one hand. Regular two-weapon fighting rules, otherwise, apply.
A shieldmaiden may use Board and Sword to qualify for any feats, PrC's, etc. that require Two-Weapon Fighting as a prerequisite so long as a shield remains one of her weapons.
A shieldmaiden may use sword and board techniques without specializing in Board and Sword, but she suffers the standard penalties associated with such for using two weapons without the feat.
Improved Shield Bash: (as feat)
At 1st level, a shieldmaiden does not lose the AC bonus her shield gives her when making an attack her with shield.
Weaponized Protection (Ex):
At 1st level, because a Shieldmaiden is prone to use her shield as a weapon, penalties associated with shield-wielding are reduced by half, rounded down (to the nearest 5% in the case of arcane failure). Additionally, no max Dex penalty is incurred while wielding a tower shield.
A shieldmaiden has the added benefit of being able to shield bash with tower shields. They also retain the AC bonus a tower shield gives while using the cover function (though they still give up any attacks in doing so).
Damage Reduction (Ex):
Starting at 1st level, a shieldmaiden gains damage reduction 1/-, reducing the amount of damage she takes per attack by 1 point. Every 4 levels, her damage reduction increases by 1.
Shouts:
A shieldmaiden uses shouts in order to sway the tide of battle in her favor. Some shouts are meant to inspire courage in the hearts of her allies, buffing their attacks. Other shouts are used to either taunt or strike fear into the hearts of her enemies.
-A shieldmaiden has access to all of her shouts.
-Activating a shout is a swift action.
-The effects of multiple shouts can stack, though regular stacking rules apply (can't have two +3 morale bonuses to AC to make +6, etc.)
-Shouts are not auras. They can only effect allies or enemies within their range at the time the shout was used.
-A shieldmaiden can shout a number of times per encounter equal to the number on the table, based on her class level.
-A shieldmaiden gains a number of bonus shouts per encounter equal to 1/2 her Charisma modifier.
Shouts
Strengthened Purpose (Ex):
You feel the excitement for battle racing through you, granting you increased strength and accuracy.
Shieldmaiden temporarily gains +2 Attack and Damage rolls
All allies within 30ft at the time of the shout gain a +1 morale bonus to Attack rolls
Duration: 3 rounds
Scaling: For every 5 Shieldmaiden class levels, the bonus modifiers to Attack and Damage rolls increase by +2 for the shieldmaiden and +1 for allies.
Challenger's Roar (Ex):
The sight of the enemy sickens you, but there is one in particular you cannot stand...it must die!
Shieldmaiden singles out a target up to 50 feet away, gaining a +4 morale bonus to AC against that target until the end of the encounter. Additionally, the chosen target must make a Will save of DC [13 + 1/2 Shieldmaiden HD + Cha mod] or be forced to attempt an attack against the shieldmaiden on its next turn by any means necessary. If it is able, it must charge.
Shieldmaiden gains a +2 morale bonus AC to all other enemies within 30 feet at the time of the shout for two rounds.
Allies within 30 feet at the time of the shout receive a +2 morale bonus to AC until the Shieldmaiden's next turn.
Scaling: For every 5 Shieldmaiden class levels, bonus modifiers to AC increase by +2 against the shieldmaiden's target and +1 for the remaining effects.
Convalescent Fervor (Ex):
You feel the pain of your allies, and you wish to carry their burden.
Upon activation, the shieldmaiden is granted 1d8 temporary hit points.
Every time an enemy successfully lands a blow against her, she let's loose a battle cry, healing all allies within 30 feet for 1d2+1 hit points.
If allies are within 15 feet of the shieldmaiden, they are healed for 2d2+2 hit points instead.
The shieldmaiden does not benefit from the healing effects of her shout.
Duration: 3 rounds
Scaling: For every 5 Shieldmaiden class levels, allies within 30 feet heal for an additional die and another +1 modifier. Allies within 15 feet heal for an additional two dice and another +2 modifier.
Stubborn Resolve (Ex):
You strengthen your purpose, hardening yourself against your enemies.
The shieldmaiden doubles her Damage Reduction upon activation.
Allies within 30 feet are granted her base Damage Reduction amount.
Duration: 3 rounds
Menacing Bellow (Ex):
A shieldmaiden and her allies are not a force to be reckoned with...and her enemies know it. Despite their ill intentions, they find themselves at odds with their actions.
Enemies within 30 feet of the shieldmaiden receive a -3 to hit against her allies but only a -1 to hit against the shieldmaiden.
Duration: 3 rounds
Scaling: For every 5 Shieldmaiden class levels, the penalty to hit against her allies is reduced by another -3 modifier. The penalty to hit the Shieldmaiden is reduced by -2.
Mother's Touch (Ex):
The shieldmaiden's protective measures to ensure her party's safety and well-being extends both on and off the battlefield to ensure everyone is in tip top shape to fight another day.
At 2nd level, a shieldmaiden is able to patch any wounds her party received in combat. Once every hour outside of combat, a shieldmaiden may make a DC 15 heal check to heal party members for a number of hit points equal to their class level + her Cha modifier.
Additionally, the shieldmaiden can substitute her Cha modifier for her Wis modifier when making such checks.
Shield Mastery:
A shieldmaiden never stops in her quest to perfect her methods of protective measures.
At level 2, she gains Weapon Focus (Shields): +1 to all attack rolls with a shield.
At level 6, she gains Weapon Specialization (Shields): +2 to all damage rolls with a shield.
At level 10, she gains Greater Weapon Focus (Shields): +1 to all attack rolls with a shield.
At level 14, she gains Greater Weapon Specialization (Shields): +2 to all damage rolls with a shield.
At level 18, she gains Shield Warrior: +2 to all attack and damage rolls with a shield.
I've Got You Covered! (Ex):
At 2nd level, as an immediate action, a shieldmaiden may interpose herself between an ally (within 10 feet) and an attack, thereby taking the strike (and damage, if it hits) herself.
After absorbing the attack, a shieldmaiden may make an opposed Strength check. If successful, her enemy is moved back 5 feet. If not, her ally is moved instead. No movement taken by any party in correlation to this ability count against their Move actions in a round.
A shieldmaiden is able to use this ability twice per encounter with an additional use every three levels.
Glancing Away (Ex):
At 3rd level, a shieldmaiden may apply the AC of her shield to her deflection bonus to AC instead of her shield bonus to AC in order to better protect her from touch attacks.
Combat Expertise (Ex):
At 3rd level, a shieldmaiden is granted Combat Expertise (http://www.d20srd.org/srd/feats.htm#combatExpertise) as the feat even if she does not meet the prerequisites.
Triumphant Blow (Ex, Sp):
In dealing a fatal blow, the shieldmaiden beheads the fallen creature, lifting her trophy for the entire battlefield to see.
Starting at 3rd level, upon a successful attack roll, a shieldmaiden may choose to add extra damage to her attack. If the blow kills her enemy, she severs its head, raising it high above her head as she unleashes a blood-curdling battle cry for all enemies within a range of 50 feet to see. Affected enemies must make a Will save to avoid suffering from sickness or nauseation, as noted in the table. The number of times you can use this ability per day, as well as the damage it does, scales as you level as noted in the class table.
{table=head]Condition Effect|DC
Sickened|DC 10 + Slain Enemy's HD + Cha mod
Nauseated|DC 6 + Slain Enemy's HD + Cha mod
[/table]
Shield Wall (Ex):
At 4th level, a shieldmaiden becomes able to more effectively work together with other shieldmaidens and shield-wielding allies.
For every ally adjacent to her who wields a shield, a shieldmaiden gains a +2 bonus to AC. Additionally, she imparts a +2 bonus to those allies as well. This bonus is untyped and stacks with any other bonuses to AC.
Mettle (Ex):
At 4th level, a shieldmaiden can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping shieldmaiden does not gain the benefit of mettle.
Able-Bodied (Ex):
A shieldmaiden may not be the strongest warrior or a dextrous rogue, but where she lacks in strength and agility, she makes up for it through superior control over her body.
I
At 5th level, a shieldmaiden may use her Con modifier when determining skill checks in place of Str- and Dex-based skills, using weight-shifting techniques and momentum to complete tasks that usually require more brute force or prowess.
II
At 9th level, a shieldmaiden may use her Con modifier instead of her Str modifier when determining attack rolls as well as class abilities that require a Str modifier.
III
At 13th level, a shieldmaiden may use her Con modifier instead of her Str modifier when determining damage rolls.
Halt! (Ex):
At 6th level, a shieldmaiden has the capability to keep foes whom she threatens from fleeing from her, reaching out and keeping them in place.
Whenever a foe attempts to leave or pass through a square a shieldmaiden threatens, a shieldmaiden can use an attack of opportunity to attempt to keep her enemy in place. She may make a touch attack to do so if she has a free hand or is able to make one available (two-handed shield wielding).
In order to avoid the attack, the enemy must succeed a Reflex save of DC [13 + 1/2 Shieldmaiden class level + Str mod] or be forced to Stand Still, as the feat (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill). If the enemy fails the save by 5 or more, she throws them to the ground as if they have been tripped.
This ability may be used as a prerequisite for any feat that requires Stand Still. If a shieldmaiden already posseses Stand Still as a feat, the DC for this ability is raised by +2, and she may use either Halt! or Stand Still's DC to determine an enemy's Reflex save (though she must decide which beforehand).
Compelling Reasoning (Ex):
As the strong-willed, motherly woman a shieldmaiden is, she able to reinforce the ideas of her party members to others, making them reconsider any hasty decisions they may have made.
At 7th level, a number of times per day equal to her Cha modifier, a shieldmaiden may add her Cha modifier to an ally's roll in relation to a Cha-based skill check (Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magic Device).
Indomitable Self (Ex):
A shieldmaiden's thick hide serves her well in battle.
At 7th level, a shieldmaiden may substitute her Con modifier for her Dex modifier when determining AC. This bonus is not hindered by any Max Dex penalties her armor incurs. Other rules when determining Dexterity-based armor (helplessness, etc.) still apply.
Baleful Bash (Ex):
At 8th level, a shieldmaiden has the ability to stun her enemies using her shield. She must declare the attack before rolling. If she hits, her target must succeed a Fortitude save (DC 10 + 1/2 Shieldmaiden levels + Cha mod) or become stunned for 1 round.
A shieldmaiden may perform this ability twice per encounter.
Superior Defense (Ex):
With her defensive prowess in battle, a slew of new abilities become available to her.
At 10th level and every 5 levels after, a shieldmaiden has the ability to further perfect her defensive prowess in battle, choosing one of the following abilities (abilities may not be chosen again at later levels):
Armored Indifference: A shieldmaiden gains bonus Damage Reduction based on the type of armor she wears. Light armor or lower gains DR 1/-. Medium armor gains DR 3/-. Heavy Armor gains DR 5/-. This DR stacks with her class DR for the purpose of total DR and the Stubborn Resolve shout.
Lightened Load: A shieldmaiden has become used to bearing the weight of her armor, and she no longer takes any movement penalties associated with it. Additionally, any armor check penalties are reduced by 2 to be armor and shields, respectively (minimum 0).
Furthermore, wearers of light or no armor gain a +15-foot competence bonus to move speed.
Wearers of medium armor gain a +10-foot competence bonus to move speed.
Wearers of heavy armor gain a +5-foot competence bonus to move speed.
Flighted Deflection: A shieldmaiden gains the ability to block ranged attacks by taking her shield bonus to AC (which has been deferred to her deflection bonus by this point) and multiplying it by 5. The result is the percentage miss chance ranged attacks have against her.
Spell Block: A shieldmaiden gains the ability to block spells. She does so by making an attack roll against the spell in order to block it. The DC for this roll is equal to [15 + spell's CL]. Targeted spells blocked in this manner fizzle against her shield, and nothing happens. Area spells function as normal, but the shieldmaiden and anyone in a 20ft cone behind her (based on the point of origin of the spell) are not effected.
With terrain-alterning spells like Grease, Black Tentacles, etc., all squares, except the ones counting toward the shieldmaiden's successful block, are effected as usual.
Vigorous Retribution (Ex):
By 12th level, a shieldmaiden and her allies have formed a special bond. When one sees the other in a great deal of pain, they rally for the cause.
Upon being dropped to half health or lower, a shieldmaiden's allies are granted a +1 to their Attack and Damage rolls for every 10HP under half health she is (minimum 1).
Additionally, if one of the shieldmaiden's allies are suffering from similar conditions, she too benefits from bonuses to Attack and Damage rolls. If multiple allies are under half HP, she only applies the bonuses of the one that benefits her most.
Counter Shield (Ex):
At 13th level, a shieldmaiden gains the ability to proactively keep her opponents from attacking herself and her allies.
As an immediate action, she may bash her opponent with her shield at a -2 penalty to attack, rendering their attack as an automatic miss as per the Devoted Spirit's Counter Shield (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/shield-counter--3614/).
A shieldmaiden may use this ability once every 1d4 rounds.
Improved Baleful Bash (Ex, Su):
At 16th level, a shieldmaiden is able to use her Baleful Bash ability a number of times per encounter equal to 2 + Cha mod.
Additionally, upon confirming a critical hit with a shield, a shieldmaiden automatically stuns her target without spending one of her daily charges. If she declared she was using a Baleful Bash charge before the attack, it doesn't count against her encounter limit.
Iron Maiden (Ex):
By 20th level, a shieldmaiden's ability has progressed enough in order for her to become a higher form of protection. With 24 hours of straight prayer and ceremony to her diety (or her cause, in the case of no diety) a shieldmaiden is blessed with supernatural powers to protect.
In becoming an Iron Maiden, she gains a bonus to her natural armor equal to 5 + 1/2 Con mod. In addition, she may spend part of this bonus to purchase up to two properties that can be applied to shields or armor as long as it has a numeral price modifier (+1, +2, etc.), though she may not exceed a +5 bonus.
She is able to impart these bonuses on any shield or armor she is currently using even if it would not usually qualify for such (lack of masterwork or magical items). The bonus may only be applied to either the shield or the armor she is using. A bonus only affects items that a shieldmaiden is currently using. If she takes off her armor, it loses the bonus property until it (or another set of armor) is put on again.
Once she purchases her bonuses, the properties become permanent and cannot be changed except through the use of wish (http://www.d20srd.org/srd/spells/wish.htm).
Shieldmaiden Feats:
Board and Board
Prequisites: Shieldmaiden level 1, Board and Sword specialization
Benefit: While using two shields as her weapons, a shieldmaiden may apply the AC bonuses of both shields to her AC.
Normal: Shield bonuses to AC do not stack.
Special: This bonus also applies to Glancing Away at level 3.
Towering Thrust
Prerequisites: Shieldmaiden level 5
Benefit: While wielding a tower shield, a shieldmaiden may sacrifice its AC bonus until the beginning of her next turn in order to gain reach with it. This may be used in conjunction with attack as well as any applicable class features.
Normal: Tower shields do not grant reach.
Improved Towering Thrust
Prerequisites: Shieldmaiden level 10
Benefit: As Towering Thrust, except the shieldmaiden no longer loses the bonus to AC the tower shield grants in order to gain the benefit of reach.
11SEP13
- Added "Glancing Away" to class features.
- Added a "Shieldmaiden Feats" section with two feats: "Towering Thrust" and "Improved Towering Thrust."
- Changed "Halt!" to make it more useful in combat, keeping its overall increased effectiveness in comparison to "Stand Still."
- Changed "I've Got You Covered!" so that the embedded "Bull Rush" mechanic remains but is not guaranteed.
12SEP13
- Moved "Damage Reduction" from a level 5 class feature to a level 1 class feature to accommodate for the new "Shout."
- Added "Stubborn Resolve" to the "Shouts" list.
- Added "Menacing Bellow" to the "Shouts" list.
- Created a "Shield Combat" pathing choice to choose between "Two-Handed Shield Fighting" and "Board and Sword" styles.
- Added "Board and Board" to the "Shieldmaiden Feats" section.
- Added "Mother's Touch" to class features.
- Added "Compelling Reasoning" to class features.
13SEP13
- Added "Bluff" the class skill list.
- Added "Superior Defense" to class features, enabling a choice among four unique abilities: Armored Indifference, Lightened Load, Flighted Deflection, and Spell Block.
- Added "Combat Expertise" to class features.
- Added "Indomitable Self" to class features.
- Added "Able-Bodied" to class features.
25SEP13
- Deleted majority of the change log to reduce clutter.
- Deleted the cooldown aspect of "Shouts."
- Changed "Triumphant Blow" table to Sickened or Nauseated because they don't stack.
- Split "Able-Bodied" into 3 tiers (I, II, and III) in order to offer more utility at later levels.
- Changed "Compelling Reasoning" to use the full Cha modifier instead of just half.
- Changed the description of "Iron Maiden" to better convey what it does.
- Changed the "Abilities" area to no longer include Str as a necessary attribute for the class.
Shieldmaiden
http://www.artflakes.com/artwork/products/633759/zoom/the-shieldmaiden.jpg?1315985085
The Shieldmaiden by Christian Hoejgaard: see more of his work here (http://www.artflakes.com/en/shop/christian-hoejgaard).
Everybody knows the best offense is a defiant defense.
-Persephone Lothblok, renowned shieldmaiden
The shieldmaiden is the protective mother of the battlefield. She'll do whatever she can to keep her companions safe, even if it means taking the blows upon herself in order to do so. Her motherly instinct also drives her to protect the innocent and the weak who are unable to properly defend themselves.
Adventures: The main adventuring motivation for a shieldmaiden is to go along with her companions (usually friends and/or family beforehand) in order to keep them safe in their travels. She might also be hired as a fearless bodyguard who regards the lives of her clients above her own.
Characteristics: A shieldmaiden's purpose is to draw aggro in a fight while bolstering the attacks and defenses of her party as well as degrading an enemy's ability to fight.
Alignment: Usually good for the fact that her main purpose is to protect people. However, evil-aligned shieldmaidens are capable of existing, willing ONLY to protect those she chooses.
Religion: Any gods or goddesses of protection are a good suit for a shieldmaiden. Moradin, Bahamut, Syreth, and Koriel are all examples.
Background: A shieldmaiden is only open to females who are of a brazen composition. They are a stalwart bunch who usually are in favor of doing what is for the good of the party. They are excellent leaders both on and off the battlefield. Their motherly aspect gives them an advantage in imparting their words of wisdom in many delicate situations, but their fierce composure makes them a force to be reckoned with in the face of danger.
Races: Any.
Other Classes: A shieldmaiden will typically butt heads with those who are not concerned with the good of the group, such as rogues or other classes who, many times, will adventure for the good of themselves above all. Conversely, they get along particularly well with any class whose intent is also to protect and serve, such as the paladin or a healer class.
Role: As a protector of her party, the shieldmaiden looks to control the battlefield to the best of her ability through shouts of inspiration to her comrades while tossing taunts to her enemies in order to draw their attention to her.
Adaptation: There is little a DM would need to do in order to fit a shieldmaiden into their world. However unique the existence of the world may be, the protect-and-serve mentality of a shieldmaiden will not likely be altered.
GAME RULE INFORMATION
Shieldmaiden's have the following game statistics.
Abilities: The most important abilities of a shieldmaiden are Con and Cha, though not necessarily in that order. Constitution helps your maiden be a bit "beefier" in combat, allowing her to sustain more damage. Charisma enables a maiden to utilize some of her shouts more effectively.
Alignment: Any, though usually some form of good.
Hit Die: d12
Starting Age: Typically, a shieldmaiden is old enough to be a mother at whatever age that may be within her race. Although, it is possible for a maiden younger than that to develop her mother-like complex earlier.
Starting Gold: As fighter.
Class Skills
The Shieldmaiden's class skills (and the key ability for each skill) are...
Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Listen(Wis), Perform(Cha), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spot(Wis), and Swim(Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Shieldmaiden
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Shouts
1st| +1|
+2|
+0|
+0|Shield Combat, Improved Shield Bash, Weaponized Protection, Damage Reduction 1/-|
2
2nd| +2|
+3|
+0|
+0|Mother's Touch, Shield Mastery(Weapon Focus), I've Got You Covered!(2)|
3
3rd| +3|
+3|
+1|
+1|Glancing Away, Combat Expertise, Triumphant Blow(1/day; +3d8)|
3
4th| +4|
+4|
+1|
+1|Shield Wall, Mettle|
4
5th| +5|
+4|
+1|
+1|Able-Bodied I, Damage Reduction 2/-, I've Got You Covered!(3)|
5
6th| +6/+1|
+5|
+2|
+2|Halt!, Shield Mastery(Weapon Specialization)|
5
7th| +7/+2|
+5|
+2|
+2|Compelling Reasoning, Indomitable Self, Triumphant Blow(2/day)|
6
8th| +8/+3|
+6|
+2|
+2|Baleful Bash, I've Got You Covered!(4)|
7
9th| +9/+4|
+6|
+3|
+3|Able-Bodied II, Damage Reduction 3/-|
7
10th| +10/+5|
+7|
+3|
+3|Superior Defense, Shield Mastery(Greater Weapon Focus)|
8
11th| +11/+6/+1|
+7|
+3|
+3|Triumphant Blow(+5d8), I've Got You Covered!(5)|
9
12th| +12/+7/+2|
+8|
+4|
+4|Vigorous Retribution|
9
13th| +13/+8/+3|
+8|
+4|
+4|Counter Shield, Able-Bodied III, Damage Reduction 4/-|
10
14th| +14/+9/+4|
+9|
+4|
+4|Shield Mastery(Greater Weapon Specialization), I've Got You Covered!(6)|
11
15th| +15/+10/+5|
+9|
+5|
+5|Superior Defense, Triumphant Blow(3/day)|
11
16th| +16/+11/+6/+1|
+10|
+5|
+5|Improved Baleful Bash|
12
17th| +17/+12/+7/+2|
+10|
+5|
+5|Damage Reduction 5/-, I've Got You Covered!(7)|
13
18th| +18/+13/+8/+3|
+11|
+6|
+6|Shield Mastery(Shield Warrior)|
13
19th| +19/+14/+9/+4|
+11|
+6|
+6|Triumphant Blow(+7d8)|
14
20th| +20/+15/+10/+5|
+12|
+6|
+6|Iron Maiden, Superior Defense, I've Got You Covered!(8)|
15
[/table]
Class Features
All of the following are class features of the Shieldmaiden.
Weapon and Armor Proficiencies:
Shieldmaidens are proficient with all simple weapons.
Shieldmaidens are proficient with all armor (heavy, medium, or light) as well as shields (as a weapon and armor), including tower shields.
Shieldmaidens are proficient in the use of shield spikes, as well.
Shield Combat (Ex):
Shieldmaidens are extremely adept at using shields in combat, but each shieldmaiden has their own style of shield-wielding that sets them apart from other shieldmaidens.
At 1st level, a shieldmaiden chooses whether she wants to specialize in Two-Handed Shield Fighting or Board and Sword.
Two-Handed Shield Fighting (Ex):
In lieu of a standard weapon to accompany her shield, a shieldmaiden may choose to wield her shield with both hands, gaining added damage in doing so.
Damage in the table is based on a medium creature. Other effects, such as damage type and critical ranges remain the same. All other effects that can be applied to standard two-handed weapons are applicable (1.5 STR on Attack, Power Attack, etc.).
A shieldmaiden may use two hands to attack with a shield without having to take Two-Handed Shield Fighting, but they do not get the bonus of the added damage dice.
{table=head]Shield Type|Dmg|Reg
Light Shield|1d4|1d3
Light Shield, Spiked|1d6|1d4
Heavy Shield|1d8|1d4
Heavy Shield, Spiked|1d10|1d6
Tower Shield|1d12|1d8*
[/table]
*Unique to Shieldmaiden
Board and Sword (Ex):
Much like the traditional defense-oriented combatant, a shieldmaiden may use a sword and shield. However, by specializing in Board and Sword, she is treated as having the Two-Weapon Fighting (http://www.d20srd.org/srd/feats.htm#twoWeaponFighting) feat given that she is using a shield in one hand. Regular two-weapon fighting rules, otherwise, apply.
A shieldmaiden may use Board and Sword to qualify for any feats, PrC's, etc. that require Two-Weapon Fighting as a prerequisite so long as a shield remains one of her weapons.
A shieldmaiden may use sword and board techniques without specializing in Board and Sword, but she suffers the standard penalties associated with such for using two weapons without the feat.
Improved Shield Bash: (as feat)
At 1st level, a shieldmaiden does not lose the AC bonus her shield gives her when making an attack her with shield.
Weaponized Protection (Ex):
At 1st level, because a Shieldmaiden is prone to use her shield as a weapon, penalties associated with shield-wielding are reduced by half, rounded down (to the nearest 5% in the case of arcane failure). Additionally, no max Dex penalty is incurred while wielding a tower shield.
A shieldmaiden has the added benefit of being able to shield bash with tower shields. They also retain the AC bonus a tower shield gives while using the cover function (though they still give up any attacks in doing so).
Damage Reduction (Ex):
Starting at 1st level, a shieldmaiden gains damage reduction 1/-, reducing the amount of damage she takes per attack by 1 point. Every 4 levels, her damage reduction increases by 1.
Shouts:
A shieldmaiden uses shouts in order to sway the tide of battle in her favor. Some shouts are meant to inspire courage in the hearts of her allies, buffing their attacks. Other shouts are used to either taunt or strike fear into the hearts of her enemies.
-A shieldmaiden has access to all of her shouts.
-Activating a shout is a swift action.
-The effects of multiple shouts can stack, though regular stacking rules apply (can't have two +3 morale bonuses to AC to make +6, etc.)
-Shouts are not auras. They can only effect allies or enemies within their range at the time the shout was used.
-A shieldmaiden can shout a number of times per encounter equal to the number on the table, based on her class level.
-A shieldmaiden gains a number of bonus shouts per encounter equal to 1/2 her Charisma modifier.
Shouts
Strengthened Purpose (Ex):
You feel the excitement for battle racing through you, granting you increased strength and accuracy.
Shieldmaiden temporarily gains +2 Attack and Damage rolls
All allies within 30ft at the time of the shout gain a +1 morale bonus to Attack rolls
Duration: 3 rounds
Scaling: For every 5 Shieldmaiden class levels, the bonus modifiers to Attack and Damage rolls increase by +2 for the shieldmaiden and +1 for allies.
Challenger's Roar (Ex):
The sight of the enemy sickens you, but there is one in particular you cannot stand...it must die!
Shieldmaiden singles out a target up to 50 feet away, gaining a +4 morale bonus to AC against that target until the end of the encounter. Additionally, the chosen target must make a Will save of DC [13 + 1/2 Shieldmaiden HD + Cha mod] or be forced to attempt an attack against the shieldmaiden on its next turn by any means necessary. If it is able, it must charge.
Shieldmaiden gains a +2 morale bonus AC to all other enemies within 30 feet at the time of the shout for two rounds.
Allies within 30 feet at the time of the shout receive a +2 morale bonus to AC until the Shieldmaiden's next turn.
Scaling: For every 5 Shieldmaiden class levels, bonus modifiers to AC increase by +2 against the shieldmaiden's target and +1 for the remaining effects.
Convalescent Fervor (Ex):
You feel the pain of your allies, and you wish to carry their burden.
Upon activation, the shieldmaiden is granted 1d8 temporary hit points.
Every time an enemy successfully lands a blow against her, she let's loose a battle cry, healing all allies within 30 feet for 1d2+1 hit points.
If allies are within 15 feet of the shieldmaiden, they are healed for 2d2+2 hit points instead.
The shieldmaiden does not benefit from the healing effects of her shout.
Duration: 3 rounds
Scaling: For every 5 Shieldmaiden class levels, allies within 30 feet heal for an additional die and another +1 modifier. Allies within 15 feet heal for an additional two dice and another +2 modifier.
Stubborn Resolve (Ex):
You strengthen your purpose, hardening yourself against your enemies.
The shieldmaiden doubles her Damage Reduction upon activation.
Allies within 30 feet are granted her base Damage Reduction amount.
Duration: 3 rounds
Menacing Bellow (Ex):
A shieldmaiden and her allies are not a force to be reckoned with...and her enemies know it. Despite their ill intentions, they find themselves at odds with their actions.
Enemies within 30 feet of the shieldmaiden receive a -3 to hit against her allies but only a -1 to hit against the shieldmaiden.
Duration: 3 rounds
Scaling: For every 5 Shieldmaiden class levels, the penalty to hit against her allies is reduced by another -3 modifier. The penalty to hit the Shieldmaiden is reduced by -2.
Mother's Touch (Ex):
The shieldmaiden's protective measures to ensure her party's safety and well-being extends both on and off the battlefield to ensure everyone is in tip top shape to fight another day.
At 2nd level, a shieldmaiden is able to patch any wounds her party received in combat. Once every hour outside of combat, a shieldmaiden may make a DC 15 heal check to heal party members for a number of hit points equal to their class level + her Cha modifier.
Additionally, the shieldmaiden can substitute her Cha modifier for her Wis modifier when making such checks.
Shield Mastery:
A shieldmaiden never stops in her quest to perfect her methods of protective measures.
At level 2, she gains Weapon Focus (Shields): +1 to all attack rolls with a shield.
At level 6, she gains Weapon Specialization (Shields): +2 to all damage rolls with a shield.
At level 10, she gains Greater Weapon Focus (Shields): +1 to all attack rolls with a shield.
At level 14, she gains Greater Weapon Specialization (Shields): +2 to all damage rolls with a shield.
At level 18, she gains Shield Warrior: +2 to all attack and damage rolls with a shield.
I've Got You Covered! (Ex):
At 2nd level, as an immediate action, a shieldmaiden may interpose herself between an ally (within 10 feet) and an attack, thereby taking the strike (and damage, if it hits) herself.
After absorbing the attack, a shieldmaiden may make an opposed Strength check. If successful, her enemy is moved back 5 feet. If not, her ally is moved instead. No movement taken by any party in correlation to this ability count against their Move actions in a round.
A shieldmaiden is able to use this ability twice per encounter with an additional use every three levels.
Glancing Away (Ex):
At 3rd level, a shieldmaiden may apply the AC of her shield to her deflection bonus to AC instead of her shield bonus to AC in order to better protect her from touch attacks.
Combat Expertise (Ex):
At 3rd level, a shieldmaiden is granted Combat Expertise (http://www.d20srd.org/srd/feats.htm#combatExpertise) as the feat even if she does not meet the prerequisites.
Triumphant Blow (Ex, Sp):
In dealing a fatal blow, the shieldmaiden beheads the fallen creature, lifting her trophy for the entire battlefield to see.
Starting at 3rd level, upon a successful attack roll, a shieldmaiden may choose to add extra damage to her attack. If the blow kills her enemy, she severs its head, raising it high above her head as she unleashes a blood-curdling battle cry for all enemies within a range of 50 feet to see. Affected enemies must make a Will save to avoid suffering from sickness or nauseation, as noted in the table. The number of times you can use this ability per day, as well as the damage it does, scales as you level as noted in the class table.
{table=head]Condition Effect|DC
Sickened|DC 10 + Slain Enemy's HD + Cha mod
Nauseated|DC 6 + Slain Enemy's HD + Cha mod
[/table]
Shield Wall (Ex):
At 4th level, a shieldmaiden becomes able to more effectively work together with other shieldmaidens and shield-wielding allies.
For every ally adjacent to her who wields a shield, a shieldmaiden gains a +2 bonus to AC. Additionally, she imparts a +2 bonus to those allies as well. This bonus is untyped and stacks with any other bonuses to AC.
Mettle (Ex):
At 4th level, a shieldmaiden can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping shieldmaiden does not gain the benefit of mettle.
Able-Bodied (Ex):
A shieldmaiden may not be the strongest warrior or a dextrous rogue, but where she lacks in strength and agility, she makes up for it through superior control over her body.
I
At 5th level, a shieldmaiden may use her Con modifier when determining skill checks in place of Str- and Dex-based skills, using weight-shifting techniques and momentum to complete tasks that usually require more brute force or prowess.
II
At 9th level, a shieldmaiden may use her Con modifier instead of her Str modifier when determining attack rolls as well as class abilities that require a Str modifier.
III
At 13th level, a shieldmaiden may use her Con modifier instead of her Str modifier when determining damage rolls.
Halt! (Ex):
At 6th level, a shieldmaiden has the capability to keep foes whom she threatens from fleeing from her, reaching out and keeping them in place.
Whenever a foe attempts to leave or pass through a square a shieldmaiden threatens, a shieldmaiden can use an attack of opportunity to attempt to keep her enemy in place. She may make a touch attack to do so if she has a free hand or is able to make one available (two-handed shield wielding).
In order to avoid the attack, the enemy must succeed a Reflex save of DC [13 + 1/2 Shieldmaiden class level + Str mod] or be forced to Stand Still, as the feat (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill). If the enemy fails the save by 5 or more, she throws them to the ground as if they have been tripped.
This ability may be used as a prerequisite for any feat that requires Stand Still. If a shieldmaiden already posseses Stand Still as a feat, the DC for this ability is raised by +2, and she may use either Halt! or Stand Still's DC to determine an enemy's Reflex save (though she must decide which beforehand).
Compelling Reasoning (Ex):
As the strong-willed, motherly woman a shieldmaiden is, she able to reinforce the ideas of her party members to others, making them reconsider any hasty decisions they may have made.
At 7th level, a number of times per day equal to her Cha modifier, a shieldmaiden may add her Cha modifier to an ally's roll in relation to a Cha-based skill check (Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magic Device).
Indomitable Self (Ex):
A shieldmaiden's thick hide serves her well in battle.
At 7th level, a shieldmaiden may substitute her Con modifier for her Dex modifier when determining AC. This bonus is not hindered by any Max Dex penalties her armor incurs. Other rules when determining Dexterity-based armor (helplessness, etc.) still apply.
Baleful Bash (Ex):
At 8th level, a shieldmaiden has the ability to stun her enemies using her shield. She must declare the attack before rolling. If she hits, her target must succeed a Fortitude save (DC 10 + 1/2 Shieldmaiden levels + Cha mod) or become stunned for 1 round.
A shieldmaiden may perform this ability twice per encounter.
Superior Defense (Ex):
With her defensive prowess in battle, a slew of new abilities become available to her.
At 10th level and every 5 levels after, a shieldmaiden has the ability to further perfect her defensive prowess in battle, choosing one of the following abilities (abilities may not be chosen again at later levels):
Armored Indifference: A shieldmaiden gains bonus Damage Reduction based on the type of armor she wears. Light armor or lower gains DR 1/-. Medium armor gains DR 3/-. Heavy Armor gains DR 5/-. This DR stacks with her class DR for the purpose of total DR and the Stubborn Resolve shout.
Lightened Load: A shieldmaiden has become used to bearing the weight of her armor, and she no longer takes any movement penalties associated with it. Additionally, any armor check penalties are reduced by 2 to be armor and shields, respectively (minimum 0).
Furthermore, wearers of light or no armor gain a +15-foot competence bonus to move speed.
Wearers of medium armor gain a +10-foot competence bonus to move speed.
Wearers of heavy armor gain a +5-foot competence bonus to move speed.
Flighted Deflection: A shieldmaiden gains the ability to block ranged attacks by taking her shield bonus to AC (which has been deferred to her deflection bonus by this point) and multiplying it by 5. The result is the percentage miss chance ranged attacks have against her.
Spell Block: A shieldmaiden gains the ability to block spells. She does so by making an attack roll against the spell in order to block it. The DC for this roll is equal to [15 + spell's CL]. Targeted spells blocked in this manner fizzle against her shield, and nothing happens. Area spells function as normal, but the shieldmaiden and anyone in a 20ft cone behind her (based on the point of origin of the spell) are not effected.
With terrain-alterning spells like Grease, Black Tentacles, etc., all squares, except the ones counting toward the shieldmaiden's successful block, are effected as usual.
Vigorous Retribution (Ex):
By 12th level, a shieldmaiden and her allies have formed a special bond. When one sees the other in a great deal of pain, they rally for the cause.
Upon being dropped to half health or lower, a shieldmaiden's allies are granted a +1 to their Attack and Damage rolls for every 10HP under half health she is (minimum 1).
Additionally, if one of the shieldmaiden's allies are suffering from similar conditions, she too benefits from bonuses to Attack and Damage rolls. If multiple allies are under half HP, she only applies the bonuses of the one that benefits her most.
Counter Shield (Ex):
At 13th level, a shieldmaiden gains the ability to proactively keep her opponents from attacking herself and her allies.
As an immediate action, she may bash her opponent with her shield at a -2 penalty to attack, rendering their attack as an automatic miss as per the Devoted Spirit's Counter Shield (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/shield-counter--3614/).
A shieldmaiden may use this ability once every 1d4 rounds.
Improved Baleful Bash (Ex, Su):
At 16th level, a shieldmaiden is able to use her Baleful Bash ability a number of times per encounter equal to 2 + Cha mod.
Additionally, upon confirming a critical hit with a shield, a shieldmaiden automatically stuns her target without spending one of her daily charges. If she declared she was using a Baleful Bash charge before the attack, it doesn't count against her encounter limit.
Iron Maiden (Ex):
By 20th level, a shieldmaiden's ability has progressed enough in order for her to become a higher form of protection. With 24 hours of straight prayer and ceremony to her diety (or her cause, in the case of no diety) a shieldmaiden is blessed with supernatural powers to protect.
In becoming an Iron Maiden, she gains a bonus to her natural armor equal to 5 + 1/2 Con mod. In addition, she may spend part of this bonus to purchase up to two properties that can be applied to shields or armor as long as it has a numeral price modifier (+1, +2, etc.), though she may not exceed a +5 bonus.
She is able to impart these bonuses on any shield or armor she is currently using even if it would not usually qualify for such (lack of masterwork or magical items). The bonus may only be applied to either the shield or the armor she is using. A bonus only affects items that a shieldmaiden is currently using. If she takes off her armor, it loses the bonus property until it (or another set of armor) is put on again.
Once she purchases her bonuses, the properties become permanent and cannot be changed except through the use of wish (http://www.d20srd.org/srd/spells/wish.htm).
Shieldmaiden Feats:
Board and Board
Prequisites: Shieldmaiden level 1, Board and Sword specialization
Benefit: While using two shields as her weapons, a shieldmaiden may apply the AC bonuses of both shields to her AC.
Normal: Shield bonuses to AC do not stack.
Special: This bonus also applies to Glancing Away at level 3.
Towering Thrust
Prerequisites: Shieldmaiden level 5
Benefit: While wielding a tower shield, a shieldmaiden may sacrifice its AC bonus until the beginning of her next turn in order to gain reach with it. This may be used in conjunction with attack as well as any applicable class features.
Normal: Tower shields do not grant reach.
Improved Towering Thrust
Prerequisites: Shieldmaiden level 10
Benefit: As Towering Thrust, except the shieldmaiden no longer loses the bonus to AC the tower shield grants in order to gain the benefit of reach.