Tintenseher
2014-08-08, 12:13 PM
"A true warrior needs no sword." - Thors the Troll, Vinland Saga
Description: An extreme variant on the Knight class from the PHB II, the shieldbearer has sworn to protect their allies at all costs, even unto and past death. A shieldbearer wields no weapons, choosing to do battle with nothing more than a sheet of wood or metal separating them and their friends from danger.
Hit Die: d12
Starting Gold: 5d6 x 10
Skill Points: 2 + Int (x 4)
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str)
Starting Age: As a paladin.
Abilities: A shieldbearer benefits most from a high Strength; they need to be able to carry very heavy loads and dish out extra damage. A high Constitution score also helps them stay standing longer, and a good Intelligence will boost their skills.
Alignment: Lawful Good, Neutral Good, or Lawful Neutral. A shieldbearer who strays from their alignment loses all shieldbearer class abilities and the ability to advance as a shieldbearer until they return to their alignment, meditate on their failure for 24 hours, and atone by performing a selfless act.
Weapon and Armor Proficiency: Shieldbearers are proficient with all armor and all shields (except tower shields; see below), but no weapons.
Level
BAB
Fortitude
Reflex
Will
Special
1
+1
+2
+0
+2
Iron Vow/Iron Challenge ±1
2
+2
+3
+0
+3
Defensive Style, Improved Shield Bash
3
+3
+3
+1
+3
Shield Block +2
4
+4
+4
+1
+4
Bulwark of Defense
5
+5
+4
+1
+4
Armor Mastery (Medium), IV/IC ±2
6
+6/+1
+5
+2
+5
Improved Defensive Style, Iron Bond
7
+7/+2
+5
+2
+5
Vigilant Defender, The Best Defense
8
+8/+3
+6
+2
+6
Improved Shield Ally
9
+9/+4
+6
+3
+6
IV/IC ±3, Shield Sling, Strong Shield Arm
10
+10/+5
+7
+3
+7
Armor Mastery (Heavy), Spellshield
11
+11/+6/+1
+7
+3
+7
Shield Block +4
12
+12/+7/+2
+8
+4
+8
Defensive Style Mastery
13
+13/+8/+3
+8
+4
+8
IV/IC ±4, Boomerang Shield
14
+14/+9/+4
+9
+4
+9
Spellshield Slinger
15
+15/+10/+5
+9
+5
+9
Eternal Shield Ally
16
+16/+11/+6/+1
+10
+5
+10
Improved Boomerang Shield
17
+17/+12/+7/+2
+10
+5
+10
IV/IC ±5
18
+18/+13/+8/+3
+11
+6
+11
Impetuous Endurance
19
+19/+14/+9/+4
+11
+6
+11
Shield Block +6
20
+20/+15/+10/+5
+12
+6
+12
Living Wall
Bonus Feats
A shieldbearer gains the Improved Shield Bash feat at 2nd level, and the Shield Sling feat at 9th level, even if they would not otherwise qualify.
Merciful Protector
A shieldbearer may ignore the normal penalty to hit when dealing nonlethal damage with a shield.
Skilled Defender
A shieldbearer wielding two shields gains the AC bonus from both. However, they still take penalties to attacks if they do not have the Two-Weapon Fighting feat.
Iron Vow (Ex)
Starting at 1st level, a shieldbearer may swear an oath of loyalty to a number of allies equal to their shieldbearer class level. While in sight radius of the shieldbearer, allies to whom the shieldbearer has been sworn gain a +1 morale bonus on saving throws and initiative checks. This bonus increases by +1 for every four shieldbearer levels afterward, to a maximum of +5 at 17th level. This ability is mutually exclusive to the shieldbearers Iron Challenge, and must be chosen at level 1.
Iron Challenge (Ex)
Starting at 1st level, a shieldbearer may act as an unsworn protector of all. As a swift action and a number of times per day equal to their class level plus their Constitution modifier, the shieldbearer may mark any intelligent enemy whom they can see. They can mark a number of enemies per encounter equal to their Constitution modifier. A shieldbearer’s mark's attack bonus is halved when attacking anyone or anything but the shieldbearer. The Fortitude, Reflex, and Will save DCs of a mark's magical effects affecting anyone or anything but the shieldbearer suffer a -1 penalty. In addition, a marked enemy takes a -1 penalty to Will saves. These penalties increase by -1 for every four shieldbearer levels afterward, to a maximum of -5 at 17th level. This ability is mutually exclusive to the shieldbearer’s Iron Vow, and must be chosen at level 1.
Defensive Style
At 2nd level, similar to a ranger, a shieldbearer chooses one of three defensive styles to pursue: that of the Sentinel, of the Guardian, or of the Warden. Their chosen style grants them bonus feats (one at 2nd, 6th, and 12th level), even when they would not normally meet the prerequisites; these feats only apply when the shieldbearer is not wielding any weapon other than a shield. At 2nd level, a shieldbearer sentinel gains the Mobility feat, a shieldbearer guardian gains the Tower Shield Proficiency feat, and a warden gains the Two-Weapon Fighting feat. If a shieldbearer already has the feat they are granted, they may instead choose any feat that they qualify for.
Shield Bash
A shieldbearer gains Improved Shield Bash as a bonus feat at second level. Additionally, a shieldbearer guardian may bash with a tower shield, and their tower shield can provide cover for allies.
Shield Block (Ex)
Starting at 3rd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a number of opponents equal to your Constitution modifier within melee range as the targets of this ability. Your shield bonus to AC against those foes increases by 2, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +4 at 11th level and +6 at 19th level.
Bulwark of Defense (Ex)
Starting at 4th level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex)
Starting at 5th level, you are able to wear your armor like a second skin and ignore the standard speed reduction and check penalty for wearing medium armor. Starting at 10th level, you ignore the speed reduction and check penalty imposed by heavy armor as well.
Improved Defensive Style
At 6th level, a shieldbearer sentinel gains the Improved Bull Rush feat, a shieldbearer guardian gains the Endurance feat, and a shieldbearer warden gains the Improved Two-Weapon Fighting feat.
Iron Bond
Starting at 6th level, any time a shieldbearer's shield(s) would take damage from an attack, the shieldbearer may sacrifice any number of their hitpoints to prevent an equal loss of hitpoints to their shield. The shieldbearer may only protect one shield at a time if they are wearing two.
The Best Defense...
Starting at 7th level, you may treat shields as weapons for the purpose of applying magical effects.
Vigilant Defender (Ex)
Starting at 7th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. The Tumble check DC to move through your threatened area or your space without provoking attacks of opportunity increases by an amount equal to your shieldbearer class level. In addition, any foe you successfully hit with an attack of opportunity loses an action.
Improved Shield Ally (Ex)
Starting at 8th level, as a free action you can opt to absorb part of the damage dealt to any ally ally within 10 feet. If you are between a foe and an ally but at range, you may also absorb damage dealt by that foe to that ally, such as from an arrow. Each time this ally takes damage from a physical attack before your next turn, you can take half of this damage. Once per round you can also absorb all the damage from a single attack directed against an adjacent ally. In addition, you may continue to absorb half the damage from other attacks on another or the same adjacent ally. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.
Strong Shield Arm
Starting at 9th level, the range of throwing your shield increases by 5 feet for every three levels above 8th (+5 at 11th, +10 at 14th, +15 at 17th, and +20 at 20th).
Spellshield (Ex)
Starting at 10th level, you have learned to infuse magic into your shield. From now on, roll an attack roll with your main shield against any spell targeting you specifically. If the attack roll exceeds (but not equals) the spell's DC, the spell harmlessly dissipates upon your shield.
Iron Ties
Starting at 11th level, whenever your shield is attacked such that, if it were magical, it could make a saving throw, it may use the shieldbearer's relevant save bonus, even if it is nonmagical.
Defensive Style Mastery
At 12th level, a shieldbearer sentinel gains the Improved Overrun feat, a shieldbearer guardian gains the Diehard feat, and a shieldbearer warden gains the Greater Two-Weapon Fighting feat.
Boomerang Shield (Ex)
At 13th level, a shieldbearer's thrown shield returns to their hand automatically as though it possessed the Returning magical quality.
Spellshield Slinger (Ex)
At 14th level, your shield's absorption ability allows you to hold on to the spell for a short time and even release it back at your foes. Every time you successfully deflect a spell with your shield, there is a 50% chance it is absorbed into the shield. As an immediate action, you may throw the spell back at its caster (if you can see them), at its original DC. You must make a ranged attack or touch roll if the spell would normally require it. If you do not return the spell immediately, its power fades and is lost.
Eternal Shield Ally (Ex)
At 15th level, your conviction towards your allies is so great that you are able to continue fighting when others would have fallen. Once per encounter, whenever you take damage that would put you into negative hitpoints or kill you, you may continue operating as though you had 1 hp for a number of rounds equal to your Constitution modifier. After you take your actions on the final round, you collapse and revert to however many hitpoints you would have had when you activated this ability, unless you have been healed sufficiently that you would return to positive or zero hitpoints. Your Improved Shield Ally ability extends to allies within 20 feet.
Improved Boomerang Shield (Ex)
At 16th level, if the target of your thrown shield attack is hit and fails a Reflex save (DC equal to your class level + damage dealt), you may target an additional enemy within half your shield-throwing range of your first target. You may continue chaining attacks in this way as long as your shield continues to hit and your targets continue to fail their Reflex saves.
Impetuous Endurance (Ex)
Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. Rolling a 1 on a saving throw is now also considered a critical success, instead of a critical failure.
Living Wall (Ex)
At 20th level, your dedication to your allies is so incredible that you are able to protect them even from a massive distance, by inspiring them against their foes, intimidating your opponents, or shouting out a warning just in time. Your Improved Shield Ally and Eternal Shield Ally abilities apply within 30 feet.
Tintenseher's Comments:
I don't know how much the Knight's Challenge power balanced out their class features, but I tried to keep the power of the shieldbearer in line with the knight. Originally I instituted a wisdom-based limit on many of the class features, but it didn't seem to fit the class. I changed the advancement around as much as I could to avoid empty levels. Honest (but kindly-worded; my ego is fragile) critique is welcome.
Description: An extreme variant on the Knight class from the PHB II, the shieldbearer has sworn to protect their allies at all costs, even unto and past death. A shieldbearer wields no weapons, choosing to do battle with nothing more than a sheet of wood or metal separating them and their friends from danger.
Hit Die: d12
Starting Gold: 5d6 x 10
Skill Points: 2 + Int (x 4)
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str)
Starting Age: As a paladin.
Abilities: A shieldbearer benefits most from a high Strength; they need to be able to carry very heavy loads and dish out extra damage. A high Constitution score also helps them stay standing longer, and a good Intelligence will boost their skills.
Alignment: Lawful Good, Neutral Good, or Lawful Neutral. A shieldbearer who strays from their alignment loses all shieldbearer class abilities and the ability to advance as a shieldbearer until they return to their alignment, meditate on their failure for 24 hours, and atone by performing a selfless act.
Weapon and Armor Proficiency: Shieldbearers are proficient with all armor and all shields (except tower shields; see below), but no weapons.
Level
BAB
Fortitude
Reflex
Will
Special
1
+1
+2
+0
+2
Iron Vow/Iron Challenge ±1
2
+2
+3
+0
+3
Defensive Style, Improved Shield Bash
3
+3
+3
+1
+3
Shield Block +2
4
+4
+4
+1
+4
Bulwark of Defense
5
+5
+4
+1
+4
Armor Mastery (Medium), IV/IC ±2
6
+6/+1
+5
+2
+5
Improved Defensive Style, Iron Bond
7
+7/+2
+5
+2
+5
Vigilant Defender, The Best Defense
8
+8/+3
+6
+2
+6
Improved Shield Ally
9
+9/+4
+6
+3
+6
IV/IC ±3, Shield Sling, Strong Shield Arm
10
+10/+5
+7
+3
+7
Armor Mastery (Heavy), Spellshield
11
+11/+6/+1
+7
+3
+7
Shield Block +4
12
+12/+7/+2
+8
+4
+8
Defensive Style Mastery
13
+13/+8/+3
+8
+4
+8
IV/IC ±4, Boomerang Shield
14
+14/+9/+4
+9
+4
+9
Spellshield Slinger
15
+15/+10/+5
+9
+5
+9
Eternal Shield Ally
16
+16/+11/+6/+1
+10
+5
+10
Improved Boomerang Shield
17
+17/+12/+7/+2
+10
+5
+10
IV/IC ±5
18
+18/+13/+8/+3
+11
+6
+11
Impetuous Endurance
19
+19/+14/+9/+4
+11
+6
+11
Shield Block +6
20
+20/+15/+10/+5
+12
+6
+12
Living Wall
Bonus Feats
A shieldbearer gains the Improved Shield Bash feat at 2nd level, and the Shield Sling feat at 9th level, even if they would not otherwise qualify.
Merciful Protector
A shieldbearer may ignore the normal penalty to hit when dealing nonlethal damage with a shield.
Skilled Defender
A shieldbearer wielding two shields gains the AC bonus from both. However, they still take penalties to attacks if they do not have the Two-Weapon Fighting feat.
Iron Vow (Ex)
Starting at 1st level, a shieldbearer may swear an oath of loyalty to a number of allies equal to their shieldbearer class level. While in sight radius of the shieldbearer, allies to whom the shieldbearer has been sworn gain a +1 morale bonus on saving throws and initiative checks. This bonus increases by +1 for every four shieldbearer levels afterward, to a maximum of +5 at 17th level. This ability is mutually exclusive to the shieldbearers Iron Challenge, and must be chosen at level 1.
Iron Challenge (Ex)
Starting at 1st level, a shieldbearer may act as an unsworn protector of all. As a swift action and a number of times per day equal to their class level plus their Constitution modifier, the shieldbearer may mark any intelligent enemy whom they can see. They can mark a number of enemies per encounter equal to their Constitution modifier. A shieldbearer’s mark's attack bonus is halved when attacking anyone or anything but the shieldbearer. The Fortitude, Reflex, and Will save DCs of a mark's magical effects affecting anyone or anything but the shieldbearer suffer a -1 penalty. In addition, a marked enemy takes a -1 penalty to Will saves. These penalties increase by -1 for every four shieldbearer levels afterward, to a maximum of -5 at 17th level. This ability is mutually exclusive to the shieldbearer’s Iron Vow, and must be chosen at level 1.
Defensive Style
At 2nd level, similar to a ranger, a shieldbearer chooses one of three defensive styles to pursue: that of the Sentinel, of the Guardian, or of the Warden. Their chosen style grants them bonus feats (one at 2nd, 6th, and 12th level), even when they would not normally meet the prerequisites; these feats only apply when the shieldbearer is not wielding any weapon other than a shield. At 2nd level, a shieldbearer sentinel gains the Mobility feat, a shieldbearer guardian gains the Tower Shield Proficiency feat, and a warden gains the Two-Weapon Fighting feat. If a shieldbearer already has the feat they are granted, they may instead choose any feat that they qualify for.
Shield Bash
A shieldbearer gains Improved Shield Bash as a bonus feat at second level. Additionally, a shieldbearer guardian may bash with a tower shield, and their tower shield can provide cover for allies.
Shield Block (Ex)
Starting at 3rd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a number of opponents equal to your Constitution modifier within melee range as the targets of this ability. Your shield bonus to AC against those foes increases by 2, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +4 at 11th level and +6 at 19th level.
Bulwark of Defense (Ex)
Starting at 4th level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex)
Starting at 5th level, you are able to wear your armor like a second skin and ignore the standard speed reduction and check penalty for wearing medium armor. Starting at 10th level, you ignore the speed reduction and check penalty imposed by heavy armor as well.
Improved Defensive Style
At 6th level, a shieldbearer sentinel gains the Improved Bull Rush feat, a shieldbearer guardian gains the Endurance feat, and a shieldbearer warden gains the Improved Two-Weapon Fighting feat.
Iron Bond
Starting at 6th level, any time a shieldbearer's shield(s) would take damage from an attack, the shieldbearer may sacrifice any number of their hitpoints to prevent an equal loss of hitpoints to their shield. The shieldbearer may only protect one shield at a time if they are wearing two.
The Best Defense...
Starting at 7th level, you may treat shields as weapons for the purpose of applying magical effects.
Vigilant Defender (Ex)
Starting at 7th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. The Tumble check DC to move through your threatened area or your space without provoking attacks of opportunity increases by an amount equal to your shieldbearer class level. In addition, any foe you successfully hit with an attack of opportunity loses an action.
Improved Shield Ally (Ex)
Starting at 8th level, as a free action you can opt to absorb part of the damage dealt to any ally ally within 10 feet. If you are between a foe and an ally but at range, you may also absorb damage dealt by that foe to that ally, such as from an arrow. Each time this ally takes damage from a physical attack before your next turn, you can take half of this damage. Once per round you can also absorb all the damage from a single attack directed against an adjacent ally. In addition, you may continue to absorb half the damage from other attacks on another or the same adjacent ally. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.
Strong Shield Arm
Starting at 9th level, the range of throwing your shield increases by 5 feet for every three levels above 8th (+5 at 11th, +10 at 14th, +15 at 17th, and +20 at 20th).
Spellshield (Ex)
Starting at 10th level, you have learned to infuse magic into your shield. From now on, roll an attack roll with your main shield against any spell targeting you specifically. If the attack roll exceeds (but not equals) the spell's DC, the spell harmlessly dissipates upon your shield.
Iron Ties
Starting at 11th level, whenever your shield is attacked such that, if it were magical, it could make a saving throw, it may use the shieldbearer's relevant save bonus, even if it is nonmagical.
Defensive Style Mastery
At 12th level, a shieldbearer sentinel gains the Improved Overrun feat, a shieldbearer guardian gains the Diehard feat, and a shieldbearer warden gains the Greater Two-Weapon Fighting feat.
Boomerang Shield (Ex)
At 13th level, a shieldbearer's thrown shield returns to their hand automatically as though it possessed the Returning magical quality.
Spellshield Slinger (Ex)
At 14th level, your shield's absorption ability allows you to hold on to the spell for a short time and even release it back at your foes. Every time you successfully deflect a spell with your shield, there is a 50% chance it is absorbed into the shield. As an immediate action, you may throw the spell back at its caster (if you can see them), at its original DC. You must make a ranged attack or touch roll if the spell would normally require it. If you do not return the spell immediately, its power fades and is lost.
Eternal Shield Ally (Ex)
At 15th level, your conviction towards your allies is so great that you are able to continue fighting when others would have fallen. Once per encounter, whenever you take damage that would put you into negative hitpoints or kill you, you may continue operating as though you had 1 hp for a number of rounds equal to your Constitution modifier. After you take your actions on the final round, you collapse and revert to however many hitpoints you would have had when you activated this ability, unless you have been healed sufficiently that you would return to positive or zero hitpoints. Your Improved Shield Ally ability extends to allies within 20 feet.
Improved Boomerang Shield (Ex)
At 16th level, if the target of your thrown shield attack is hit and fails a Reflex save (DC equal to your class level + damage dealt), you may target an additional enemy within half your shield-throwing range of your first target. You may continue chaining attacks in this way as long as your shield continues to hit and your targets continue to fail their Reflex saves.
Impetuous Endurance (Ex)
Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. Rolling a 1 on a saving throw is now also considered a critical success, instead of a critical failure.
Living Wall (Ex)
At 20th level, your dedication to your allies is so incredible that you are able to protect them even from a massive distance, by inspiring them against their foes, intimidating your opponents, or shouting out a warning just in time. Your Improved Shield Ally and Eternal Shield Ally abilities apply within 30 feet.
Tintenseher's Comments:
I don't know how much the Knight's Challenge power balanced out their class features, but I tried to keep the power of the shieldbearer in line with the knight. Originally I instituted a wisdom-based limit on many of the class features, but it didn't seem to fit the class. I changed the advancement around as much as I could to avoid empty levels. Honest (but kindly-worded; my ego is fragile) critique is welcome.