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    Default The Shield Master (3.5 Base Class, PEACH)

    The Shield Warrior

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    "The best offense is a strong defense." "What? That doesn't make any sen-" A shield master and his foe, who was unable to finish his sentence due to the shield master beating him over the head with a tower shield.

    Special: All dwarves and dwarf subraces may treat shield warrior as their favored class instead of whatever it is listed as in the book.

    Alignment: Any

    Hit Dice: d10

    Class Skills: The shield master's class skills are Appraise, Climb, Craft, Intimidate, Jump, Listen, Profession, Spot, and Swim

    Skill Points: A shield master gets 2+Int skill points per level, x4 at 1st level

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +0 +0 Shield Fighting, Shield Focus
    2nd +2 +3 +0 +0 Perfect Defense
    3rd +3 +3 +1 +1 Shield Charge
    4th +4 +4 +1 +1 Defensive Strike, Two Shields as One
    5th +5 +4 +1 +1 Bonus Feat
    6th +6/+1 +5 +2 +2 Shield Slam
    7th +7/+2 +5 +2 +2 Shield of Vitality
    8th +8/+3 +6 +2 +2 Shield Knockback, Spell Deflection
    9th +9/+4 +6 +3 +3 Shield Sling
    10th +10/+5 +7 +3 +3 Bonus Feat
    11th +11/+6/+1 +7 +3 +3 Armor Mastery
    12th +12/+7/+2 +8 +4 +4 Improved Shield of Vitality
    13th +13/+8/+3 +8 +4 +4 Greater Defensive Strike, Greater Two Shields as One
    14th +14/+9/+4 +9 +4 +4 Tower Defense
    15th +15/+10/+5 +9 +5 +5 Bonus Feat, Spell Reflection
    16th +16/+11/+6/+1 +10 +5 +5 Smashing Pumpkins
    17th +17/+12/+7/+2 +10 +5 +5 Greater Shield of Vitality
    18th +18/+13/+8/+3 +11 +6 +6 Shield Supremacy
    19th +19/+14/+9/+4 +11 +6 +6 Shield Press
    20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Divine Aegis

    Class Features: The shield master has the following class features:

    Weapon and Armor Proficiency: The shield master is proficient with bucklers, light and heavy shields, tower shields, all types of spiked shields and all exotic shields (Races of Stone). He is not proficient with any other weapons. The shield master is proficient with light, medium, and heavy armor, as well as Battle Plate and Mountain Plate (Races of Stone).

    Shield Fighting (Ex): A shield master is, as the name suggests, a master of shields. Unlike most warriors, a shield master can use any type of shield as a weapon. All shields deal bludgeoning damage. A buckler deals 1d3 damage for a Medium shield master, and is treated as a light weapon. A tower shield is a two-handed weapon that deals 1d10 base damage for a Medium shield master. An exotic shield deals 1d6 base damage if it has a shield bonus to AC of +2, 1d8 base damage if it has a shield bonus to AC of +3, and 1d10 base damage if it has a shield bonus to AC of +4 or higher. All exotic shields are two-handed weapons.

    Putting spikes on a buckler costs half as much as putting them on a light or heavy shield. Putting spikes on a tower shield costs 2000 gp, and can only be placed on a masterwork tower shield. Putting spikes on an exotic shield costs 1000 gp. No matter which shield you place spikes on, it still increases the shield's bashing damage by 2 size categories.

    A tower shield's penalty to attack rolls does not apply when a shield master uses the tower shield itself as a weapon.

    Tower shields and exotic shields threaten a critical on a natural 20 and deal double damage with a successful confirmation.

    Shield Focus (Ex): A shield master gains the Improved Shield Bash feat as a bonus feat. He also gains the Weapon Focus feat and the Shield Specialization feat (PHB II) for any shield he is currently wielding, and may take fighter only feats that require Weapon Focus as a prerequisite as if he were a fighter of his shield master level, but only for weapon-specific feats that target shields. (A 6th level shield master could choose Weapon Specialization (Spiked Tower Shield) as a feat, or a 9th level shield master could choose Greater Weapon Focus (Buckler) as a feat)

    Perfect Defense (Ex): A shield master of 2nd level or higher adds his shield bonus to AC to his touch AC, as well as his opposed Strength and Dexterity checks to resist being grappled, overrun, tripped, or bull rushed. If a shield master's shield is made of riverine (Stormwrack) he treats that shield's deflection bonus as if it were part of the shield's shield bonus, adds the two together, then adds the total to the above checks/AC. (A shield master with a riverine shield gets a Deflection bonus and Shield bonus to his AC)

    Additionally, as a full-round action, a shield master may drop into a defensive stance that offers him tactical advantage, encouraging glancing blows rather than full hit-or-miss defense. His shield bonus to AC disappears, and instead he gains DR 2/- per point of shield bonus to AC, to a maximum of DR Class Level/-. (For example, a 10th level shield master adopting this stance with a tower shield would get DR 8/-, or DR 10/- if it was a +1 tower shield. If it was a +2 tower shield, he would still only get DR 10/- because of the level cap)

    The lack of AC and the DR gained continue until either the shield master leaves his stance willingly (a swift action) or combat ends, at which point the shield master's adrenaline does not flow enough to allow him the necessary instinctive movement to protect rather than block.



    Shield Charge (Ex): A 3rd level shield master gets the Shield Charge feat (Complete Warrior) as a bonus feat, and no longer requires an Intelligence score of 13 to take the Combat Expertise and Improved Trip feats. (He still needs an Intelligence score of 13 to take other feats, such as Improved Disarm) A shield master receives a +4 bonus on Trip attempts made with an exotic or tower shield. If a shield master fails a Trip attempt with a shield, he may drop the shield as a free action. If he does, the opponent does not get a chance to Trip him.

    Defensive Strike (Ex): A 4th level shield master gains the ability to deliver a defensive strike. A shield master must be wielding a tower shield in both hands to make a defensive strike. As a full-round action, the shield master makes a single melee attack roll at his highest attack bonus with a -2 penalty. After the attack resolves (whether the shield master hits or not) he immediately crouches into the defensive stance of the tower shield. He no longer threatens any squares, but his tower shield grants him and his equipment total cover.


    Two Shields as One (Ex): A 4th level shield master gains the Agile Shield Fighter feat as a bonus feat, ignoring prerequisites. He may wield two heavy/light shields, one in each hand; or two bucklers, one on each arm, and stacks their shield bonuses to his AC and to all class features that calculate shield bonuses.

    Additionally, due to the sheer weight of his shields, the shield master uses his full Strength modifier when calculating the damage of his off-hand attacks with a shield.

    Bonus Feat (Ex): A 5th level shield master gains a bonus feat, which can be any feat he qualifies for. A shield master gains an additional bonus feat at level 10, 15, and 20.

    Shield Slam (Ex): At 6th level, the shield master gains the Shield Slam feat (Complete Warrior) as a bonus feat. The DC for the Fortitude save to avoid being dazed is increased by 4 if the shield master is wielding his shield in two hands.

    Shield of Vitality (Su): A 7th level shield master has begun to awaken his supernatural capabilities, allowing himself access to even greater defensive capabilities from his shield. A 7th level shield master adds his shield bonus to AC (or his combined shield and deflection bonus to AC, if his shield is riverine) to his Fortitude saves. He no longer fails a Fortitude save on a natural one.

    Shield Knockback (Ex): An 8th level shield master gains the ability to deliver a single forceful blow against an opponent. As a full-round action or at the end of a charge, a shield master may make a single attack with a shield at his highest attack bonus. If he hits and deals damage, he may attempt to Bull Rush his opponent as a free action without making a touch attack or provoking an attack of opportunity. The shield master gains a bonus on his opposed Strength check equal to the damage dealt by his attack. The shield master may knock the opponent as far back as his opposed check would allow, but he may not move with the opponent.


    Spell Deflection (Su): At 8 level when a Shield Master is the subject of a ranged touch attack spell, he can make a melee attack at his highest BAB as a immediate action against the casters opposing attack X times per encounter, where X is his Class level/4. The Shield Masters attack roll becomes his new AC. If the caster misses, the spell does not effect the Shield Master and is deflected off his shield to a square two squares away. To determine which square, roll a d20. If the result is over 16, the spell dissipated. Otherwise, the spell hits the square corresponding to the number rolled. The numbers start directly north of the PC and ascend in a clockwise order. By taking a -4 penalty to the attack the Shield Master can ensure that the spell does not hit an ally. If the spell does when deflected, it instead dissipated.


    Shield Sling (Ex): A 9th level shield master gains the Shield Sling (PHB II) feat as a bonus feat, with the following changes:

    The range for this feat becomes 80 feet.

    The shield master can throw any shield. All shields deal damage as normal. The shield master still cannot attempt to trip with a buckler with this feat.

    The shield master needs two hands to throw an exotic or tower shield, and deals 1 1/2 times his Strength modifier in bonus damage rather than just his Strength modifier.

    The shield master uses his Strength modifier instead of his Dexterity modifier for his ranged attack rolls with a shield. If the shield master has the Brutal Throw feat, he gains a +2 insight bonus on his ranged attack rolls with a shield.

    Armor Mastery (Ex): The shield master is a tower of metal and plate, and yet he is able to charge through battle with no hesitation. Starting at 11th level, a shield master retains his full movement speed in medium and heavy armor, as well as Battle and Mountain Plate armor, and even while wielding a tower shield.

    Improved Shield of Vitality (Su): A 12th level shield master is guarded by the magical aura that his shield emanates (Even if that shield is mundane). A 12th level shield master is under a constant death ward effect as long as he bears a shield (Caster level equal to his class level)

    Greater Defensive Strike (Ex): At 13th level, a shield master's defensive power improves. When the shield master makes a defensive strike, he may now make a full attack routine, without the penalty associated with defensive strike to his attack rolls.

    Greater Two Shields as One (Ex): A 13th level shield master gains the Perfect Two-Weapon Fighting feat as a bonus feat, ignoring all prerequisites (including the epic prerequisite). He may only two-weapon fight with bucklers, or with light or heavy shields.

    Tower Defense (Su): At 14th level and higher, when a shield master is granted total cover by his tower shield or if he takes the total defense action while wielding a tower shield (or uses the Combat Expertise feat with at least a -5 penalty), he also is treated as if he is displaced, with a caster level equal to his class level.


    Spell Reflection (Su): At 15th level the Shield Master can reflect spells upon their caster, instead of deflecting them y times per day, where y is Class level/5. If the Shield master successfully deflects a spell he can instead choose to reflect it by making a ranged touch attack against the caster.


    Smashing Pumpkins (Ex): An axe that is swung with ferocious might hurts quite a lot. A tower shield that is swung with ferocious might...well...your opponent might as well have shot a gazebo with a +3 arrow. Starting at level 16, whenever a shield master uses the Power Attack feat while attacking with a shield, he gains a bonus on damage rolls equal to his class level (This bonus is in addition to the bonus that is provided by the Power Attack feat)

    This bonus even applies to Power Attacks made with a buckler.

    Greater Shield of Vitality (Sp): At 17th level, a shield master's shield is an aegis of powerful magic that will not let its master fall. Whenever a shield master's hit points fall below half his maximum hit point total, if he is holding a shield it will automatically cast a conjuration (healing) spell on him as an immediate action (The shield is never considered flat-footed). The shield is able to cast 5 cure light wounds, 4 cure moderate wounds, 3 cure serious wounds, 2 cure critical wounds and 1 heal per day, as spell-like abilities with a caster level equal to the shield master's class level.

    The shield uses its wielder's latent magical power and vitality to awaken this miracle, so it refreshes its spell list after the shield master has eight hours of rest.

    If the shield that the shield master wields is an intelligent item, the shield master may ask it to heal him at any time. Otherwise, the shield reacts automatically and the shield master has no control over its spellcasting.

    Shield Supremacy (Ex): An 18th level shield master gains the Weapon Supremacy feat (PHB II) with any shield he is wielding. He need not meet the prerequisites. The +1 shield bonus granted by the feat is added to the shield's base shield bonus to AC. (This does not change an exotic shield's base damage)

    Additionally, any shield the shield master wields now threatens a critical hit on a roll of 19 or 20, and deals triple damage on a successful confirmation.

    Shield Press (Ex): As a full-round action, a shield master of 19th level or higher may attempt a shield press. A shield press requires making a Jump check (DC 30) to leap over a foe. A shield master may not leap over a creature that is more than 100 feet taller than him, or more than 100 feet in the air above him.

    Once the shield master is in the air, he starts to fall, bracing his shield to impact. The shield master makes a dive attack, which grants him all the normal bonuses for charging and allows him to deal double damage on a successful hit with his shield.

    If a creature was standing on the ground when it was hit with a Shield Press, then the creature must make a Reflex save (DC 20+the shield master's Strength modifier+8 if the weapon in question was a tower shield, or +4 if the weapon in question was a non-tower shield that was Large size or larger, or +2 if the weapon in question was a non-tower shield of Medium size) or fall prone. If the creature was flying, it must instead make a Reflex save with the same DC or be pushed into the ground under the shield, taking double the normal amount of falling damage due to the sheer momentum and weight of the attack.

    Either way, the shield master may stand up as a free action after this and take a 5' step.

    Divine Aegis (Su, Sp): Since the shield master picked up his shield all that time ago, he has felt power emanating from it. Power he couldn't quite understand, until now. At 20th level, the Aegis, a powerful Giant God who rules over the plane of extraplanar giants known as Gargantua, finally acknowledges the shield master as a true warrior, rather than just an admirable chap who Aegis would assist from time to time because he was bored.

    The shield master's divine power, as well as all of his supernatural and spell-like class features, come from Aegis, who demands nothing in return, but will strip all those features if the shield master ever directly challenges Aegis himself. Additionally, the shield master may seek guidance from Aegis. He gains the ability to cast commune as a spell-like ability with no XP cost once per week, with any shield as his divine focus.

    Finally, any shield that the shield master wields becomes a deadly weapon and armor. The shield master's shield bash attacks deal force damage rather than normal damage, bypassing all damage reduction and miss chance of incorporeal creatures. The shield grants the shield master DR X/Lawful and Evil, where X is the shield's total AC bonus, including feats and enhancement bonuses. (Aegis is Chaotic Good)



    Slashing Shield
    Prerequisite: Improved Shield Bash, Shield of Vitality class feature
    Benefit: As a swift action, you may shift your stance from a smashing position, to a slashing position, or to a stabbing position with your shield. (Default stance for shields is smashing, default stance for spiked shields is stabbing) A stance lasts until you change it. While you are in the smashing stance, your shield bashes deal bludgeoning damage. While you are in the stabbing stance, your shield bashes deal piercing damage. While you are in the slashing stance, your shield bashes deal slashing damage.

    Special: A character with the Shield Slam feat may only use that feat if his shield deals bludgeoning damage, or if his spiked shield deals piercing damage.
    Last edited by NeoSeraphi; 2014-05-05 at 12:47 AM.