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View Full Version : Complete shield overhaul - mechanics, feats, and more WIP PEACH



ddude987
2013-10-07, 10:49 PM
Hello all. This is for my campaign setting in specific but you can take it as a general rework for shields. I really want to make shields a lot more interesting and viable in my campaign setting so please PEACH! Thanks!

{table=head]Shields|Cost|Shield Bonus|Max Dex Bonus|ACP|ASF|Weight
Buckler||+1|-|-0|5%|5 lbs.
Light, wooden||+2|-|-1|5%|10 lbs.
Light, steel||+2|-|-1|5%|15 lbs.
Heavy, wooden||+3|-|-2|15%|15 lbs.
Heavy, steel||+3|-|-2|15%|15 lbs.
Tower||+4|+3|-8|50%|30 lbs.
[/table]

Shield Bonus: Shields grant a shield bonus to your AC. This bonus applies to your touch AC and does not stack with other shield bonuses.

Shield, Heavy:
Wooden or Steel: Wooden and steel shields provide the same protection, but respond differently to different spells and abilities such as warp wood and heat metal.
Shield Bash Attacks: You can bash an opponent with a heavy shield using it as an off-hand weapon. When used this way, the shield is a one-handed martial bludgeoning weapon. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it.

Shield, Light:
Wooden or Steel: Wooden and steel shields provide the same protection, but respond differently to different spells and abilities such as warp wood and heat metal.
Shield Bash Attacks: You can bash an opponent with a light shield using it as an off-hand weapon. When used this way, the shield is a light martial bludgeoning weapon. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it.

Shield, Tower: Normally, a tower shield provides the indicated shield bonus to your AC. However, you can instead take total cover behind it, though you may not attack when doing so. Spellcasters may still cast spells on you by targeting the shield you are holding. You cannot make a shield bash attack with a tower shield.

Shield Spikes: Shield Spikes may be added to any heavy or light shield and are not considered a separate weapon on the shield. They add an additional 1d4 piercing damage to shield bash attacks. When struck with a shield spike a creature must make a fortitude save DC 15 or suffer 1 point of Con damage from bleeding.

Feats:
Removed:
Improved Shield Bash - added into shields naturally, removed as prerequisite to anything.
Shield Specialization - added into shields naturally, removed as a prerequisite to anything.
Agile Shield Fighter - added into supreme shield bash
Shield Ward - added to Active Shield Defense

Added/changed:

Advanced Shield Training [Fighter Bonus Feat, General]
Prerequisite: Proficiency with shields
Benefit: Light and heavy shields add their shield bonus to your reflex save. Heavy and tower shields also grant you evasion. As an immediate action, you may block an incoming attack with your shield. Roll a d20 roll modified by your highest base attack bonus and any other attack modifiers you have. Use that result for your AC and touch AC against that single, specific attack from your opponent.
Special: Shields you do not have proficiency with do not gain any benefits from this feat.

Shield Tactics [Fighter Bonus Feat, Tactical]
Prerequisite: Advanced Shield Training, Combat Expertise, Base attack bonus +6
Benefit: This feat allows the use of three special maneuvers you can use with a shield:
Shield Ally: As an immediate action, you may grant any adjacent ally a shield bonus to AC equal to that provided by your shield, including its enhancement bonus. While using this ability you do not benefit from your shield's shield bonus. This effect lasts until the start of your next turn or until you and your ally are no longer adjacent.
Shielded Interception: When an ally is charged and the charge path is within 5 feet of you, you may take a 5 foot step as an immediate action if you are wielding a Heavy or Tower shield. The charging enemy now counts as charging you and you take a -2 penalty to AC until the beginning of your next turn.
Shielded Defense: When using the Combat Expertise feat, any bonus you add to your Armor Class from Combat Expertise is also added to your Reflex saves.

Stunning Shield Bash [Fighter Bonus Feat, General]
Prerequisite: Advanced Shield Training, Str 13
Benefit: Your shield bashes are so powerful they cause some opponents to become disoriented. As a standard action you may perform a special shield bash with any shield you have proficiency with. When you shield bash the target must make a fort save DC 10 + your base attack bonus + your shield bonus or become dazed for one round.

Supreme Shield Bash [Fighter Bonus Feat, General]
Prerequisite: Stunning Shield Bash, Two-weapon Fighting, Base attack bonus +3
Benefit: You may use the stunning shield bash feat with the full attack action. Also you treat shields as light weapons for the purposes of two-weapon fighting.

Active Shield Defense [Fighter Bonus Feat, General]
Prerequisite: Shield Specialization
Benefit: When using the total defense action and wielding a shield, you still threaten the area around you as normal and may make attacks of opportunity with a -4 penalty. Also you apply your shield bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against you. This bonus applies even when not using the total defense action.