Corncracker
2007-05-14, 12:05 PM
Recently the thought of using a fighter with two shields crossed my mind, though I knew it wouldn't be remotely useful. Then the thread on Shield feats came up, and Ideas sparked. This is the fruit of that though.
I would like to fill up the few dead levels I have though.
Shield Fighter
Description
Casting their sword aside, the Shield fighter has specialized in a technique that involves brutalizing the enemy with two shields, mastering using them to attack and defend. Those who become shield fighters put a higher priority on avoiding damage than other fighters, and find the best way to accomplish this is to toss away the sword and pick up a shield in its stead. Even though they lack a conventional weapon, it is best to not underestimate the fighting power of a Shield fighter.
Alignment: Any
Hit Die: d10
Class Skills
The Shield Fighters class skills (and Key ability for each skill)
Climb(str), Craft(int), Handle Animal(cha), Intimidate(cha), Jump(str), Ride(dex), Swim(str)
Skill Points at First Level:(2 + int Modifier) x 4
Skill Points at Each Additional Level: 2 + int Moidfier
Class Features
Weapon and Armour Proficiencies: The Shield fighter is Proficient with Simple Weapos, All armor and shields.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Shield offense
2nd|
+2|
+3|
+0|
+0|Spell Gaurd
3rd|
+3|
+x3|
+1|
+1|Special Block Level 1
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Dual Guard +1
6th|
+6/+1|
+5|
+2|
+2|Special Block Level 1
7th|
+7/+2|
+5|
+2|
+2|Shield Toss
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat
9th|
+9/+4|
+6|
+3|
+3|Special Block Level 1
10th|
+10/+5|
+7|
+3|
+3|Dual Guard + 2
11th|
+11/+6/+1|
+7|
+3|
+3|
12th|
+12/+7/+2|
+8|
+4|
+4|Special Block Level 2, Bonus Feat
13th|
+13/+8/+3|
+8|
+4|
+4|
14th|
+14/+9/+4|
+9|
+4|
+4|Improved Shield Toss
15th|
+15/+10/+5|
+9|
+5|
+5|Special Block Level 2, Dual Guard +3,
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+3|
+10|
+5|
+5|
18th|
+18/+13/+8/+4|
+11|
+6|
+6|Special Block Level 2
19th|
+19/+13/+9/+5|
+11|
+6|
+6|Expert Shield Toss
20th|
+20/+14/+10/+6|
+12|
+6|
+6|Special Block Level 3, Dual Guard +4, Bonus Feat[/table]
Shield Offense:Rather than Blades or clubs, a shield fighter learns how to use shields as a weapon. The feats power attack and weapon Focus may be applied to using Shields. In addition, the Shield fighter using two shields acts as though he has the Two Weapon fighting feat. The Shield fighter may also add the AC of both shields to his total AC. In addition, they act as though they have improved shield Bash.
((I couldn’t find a Chart for small tables like this, could someone give me the format?))
Shield------Damage
Small wood Shield------ 1d2
Large Wood Shield------ 1d3
Small Steel Shield------ 1d4
Large Steel Shield ------ 1d6
Using a Spiked Shield adds on +2 damage.
Finally, they may choose to do either Lethal or Non lethal damage with non-spiked Shields. All spiked shields must do Lethal Damage.
Spell Guard: At Second Level, the Shield Fighter begins applying more of his defensive abilities to thwart magic spells. All damage from Psionic powers or Spells are reduced by Two times the Shield Fighters Level. (Spells and powers such as Concussion blast bypass the Spell Guard, as there is no way to physically block it).
Special Blocks: At Third Level the Shield Fighter developes a special Blocking technique. He gains a second blocking technique at 6th and 9th level. When using these Blocks, treat them as Level One. At 12th, 15th, and 18th level, You may choose one of the three blocks you select and gain the Ability to use the Level Two ability of that Block. At 20th Level, select one of the three Blocks and use it at its Level Three ability.
Touch Guard: The Shield fighter Begins learning how to use his shields to guard against attack he normally could not.
Level 1: Retains a +1 Bonus to AC from his shields Vs. Touch Attacks.
Level 2: Retains a +2 Bonus to AC from his Shields Vs. Touch Attacks.
Level 3: Retains full Shield Bonus Vs. Touch Attacks.
Shaking Block[I]: The Shield Fighter begins taking advantage of the opponents miss’s by using his shield to shake his opponent off balance. If the opponent miss’s an attack roll against the Shield Fighter, the attacker and the Shield fighter make opposing Strength checks. If the Shield fighters check is higher, he shakes his opponent off. Shaking Block may only be used once per enemy per round.
Level 1: All Melee attacks made by the attacker after the Shaking block suffer a –1 penalty to attack and damage rolls.
Level 2: All Melee attacks made by the attacker after the Shaking block suffer a –3 penalty to attack and damage rolls.
Level 3: At level three, Shaking block automatically ends your opponents melee attacks.
[I]Distance BlockThe Shield Fighter takes advantage of the time it takes projectiles to reach him. Even though they move rather fast, the difference in time it takes to reach him is enough for him to react. Distance Block Grants a Shield Bonus to all ranged attacks from a distance. This bonus stacks with the Shield bonus granted by his shields. The bonus’s do not apply if the Shield fighter is Caught Flat Footed.
Level 1: The Shield Fighter Gains +1 AC against all ranged attacks fired from 30-100ft away and a +2 bonus against all ranged attacks fired from a distance greater than 100ft.
Level 2: The Shield Fighter Gains a +2 AC against all ranged attacks fired from 30-100ft away and a +3 bonus against all ranged attacks fired from a distance greater than 100ft.
Level 3: The Shield Fighter Gains a +4 AC against all ranged attacks fired from 30-100ft away and a +6 bonus against all ranged attacks fired from a distance greater than 100ft.
Friendly Blocking: The shield fighter begins covering for his nearby allies. The Shield fighter may only use this ability if he has 2 shields.
Level 1: All allies in a 5ft Radius of the Shield fighter gain a +1 Shield Bonus to their AC. This bonus Stacks with other Shield Bonus’s.
Level 2: All allies in a 5ft Radius of the Shield fighter gain a +2 Shield Bonus to their AC. This bonus Stacks with other Shield Bonus’s.
Level 3: All allies in a 10ft Radius of the Shield fighter gain a +4 Shield Bonus to their AC. This bonus Stacks with other Shield Bonus’s.
Back Guard[I]: The Shield Fighter learns how to cover his own back. By doing so he reduces the effectiveness of Flanking. The Shield fighter may only use this ability if he has 2 shields.
Level 1: Flanking Bonus’s against the Shield fighter are reduced by 1.
Level 2: Flanking Bonus’s against the Shield Fighter are reduced by 2.
Level 3: This Blocking technique does not have a Level three.
[I]Shield Tilting The Shield fighter is helpless without his shield, so he learns to keep his shield from breaking he learns to tilt it at the right time to minimize damage against his shields.
Level 1: All Sunder attacks against a Shield used by a Shield Fighter suffer a –2 penalty on the attack roll. If the attack roll succeeds, they suffer a –2 penalty on the damage roll.
Level 2: All sunder attacks against a Shield used by a Shield Fighter suffer a –4 penalty on the attack roll. If the attack roll succeeds, they suffer a –4 penalty on the damage roll.
Level 3: All sunder attacks against a Shield used by a Shield fighter suffer a –6 penalty on the attack roll. If the attack roll succeeds, they suffer a –6 penalty on the damage roll.
Bonus Feat: Starting at fourth level and every four levels after that, the Shield Fighter Gains a Bonus Fighter Feat.
Dual Guard: At fifth level, the Shield Fighter gains a greater skill at using two shields. So long as he has two shields, the Shield Fighter gains a +1 Shield bonus at Level five and an additional +1 for every five levels of Shield Fighter. This Shield bonus stacks with other Shield bonus’s.
Shield Toss: At seventh level, a Shield Fighter may toss his shield like a disk as a standard action. Its damage is treated as though the shield doesn’t have spikes, regardless of weather or not it actually does. The Shield has a 30ft range increment.
Improved Shield Toss: At 14th level the Shield fighter improves his range with his shield toss ability. The increment increases from 30 to 60ft.
Expert Shield Toss: at 19th level, the Shield fighter gains to options. He can either use the shield toss at an increment of 90 ft, or he may toss both shields simultaneously at an increment of 30 ft. If he chooses the second option, roll both shields as one attack roll. If they it hits, roll the damage for both shields, as well as an additional damage depending upon the shields. In addition, the bonus damage from harder materials is applied to the bonus damage rolls on each shield that possesses the harder material.
Bonus Damage for throwing two shields:
Small Wood: +1d3.
Large Wood: +1d4.
Small Steel: +1d6.
Large Steel: +1d8
I would like to fill up the few dead levels I have though.
Shield Fighter
Description
Casting their sword aside, the Shield fighter has specialized in a technique that involves brutalizing the enemy with two shields, mastering using them to attack and defend. Those who become shield fighters put a higher priority on avoiding damage than other fighters, and find the best way to accomplish this is to toss away the sword and pick up a shield in its stead. Even though they lack a conventional weapon, it is best to not underestimate the fighting power of a Shield fighter.
Alignment: Any
Hit Die: d10
Class Skills
The Shield Fighters class skills (and Key ability for each skill)
Climb(str), Craft(int), Handle Animal(cha), Intimidate(cha), Jump(str), Ride(dex), Swim(str)
Skill Points at First Level:(2 + int Modifier) x 4
Skill Points at Each Additional Level: 2 + int Moidfier
Class Features
Weapon and Armour Proficiencies: The Shield fighter is Proficient with Simple Weapos, All armor and shields.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Shield offense
2nd|
+2|
+3|
+0|
+0|Spell Gaurd
3rd|
+3|
+x3|
+1|
+1|Special Block Level 1
4th|
+4|
+4|
+1|
+1|Bonus Feat
5th|
+5|
+4|
+1|
+1|Dual Guard +1
6th|
+6/+1|
+5|
+2|
+2|Special Block Level 1
7th|
+7/+2|
+5|
+2|
+2|Shield Toss
8th|
+8/+3|
+6|
+2|
+2|Bonus Feat
9th|
+9/+4|
+6|
+3|
+3|Special Block Level 1
10th|
+10/+5|
+7|
+3|
+3|Dual Guard + 2
11th|
+11/+6/+1|
+7|
+3|
+3|
12th|
+12/+7/+2|
+8|
+4|
+4|Special Block Level 2, Bonus Feat
13th|
+13/+8/+3|
+8|
+4|
+4|
14th|
+14/+9/+4|
+9|
+4|
+4|Improved Shield Toss
15th|
+15/+10/+5|
+9|
+5|
+5|Special Block Level 2, Dual Guard +3,
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat
17th|
+17/+12/+7/+3|
+10|
+5|
+5|
18th|
+18/+13/+8/+4|
+11|
+6|
+6|Special Block Level 2
19th|
+19/+13/+9/+5|
+11|
+6|
+6|Expert Shield Toss
20th|
+20/+14/+10/+6|
+12|
+6|
+6|Special Block Level 3, Dual Guard +4, Bonus Feat[/table]
Shield Offense:Rather than Blades or clubs, a shield fighter learns how to use shields as a weapon. The feats power attack and weapon Focus may be applied to using Shields. In addition, the Shield fighter using two shields acts as though he has the Two Weapon fighting feat. The Shield fighter may also add the AC of both shields to his total AC. In addition, they act as though they have improved shield Bash.
((I couldn’t find a Chart for small tables like this, could someone give me the format?))
Shield------Damage
Small wood Shield------ 1d2
Large Wood Shield------ 1d3
Small Steel Shield------ 1d4
Large Steel Shield ------ 1d6
Using a Spiked Shield adds on +2 damage.
Finally, they may choose to do either Lethal or Non lethal damage with non-spiked Shields. All spiked shields must do Lethal Damage.
Spell Guard: At Second Level, the Shield Fighter begins applying more of his defensive abilities to thwart magic spells. All damage from Psionic powers or Spells are reduced by Two times the Shield Fighters Level. (Spells and powers such as Concussion blast bypass the Spell Guard, as there is no way to physically block it).
Special Blocks: At Third Level the Shield Fighter developes a special Blocking technique. He gains a second blocking technique at 6th and 9th level. When using these Blocks, treat them as Level One. At 12th, 15th, and 18th level, You may choose one of the three blocks you select and gain the Ability to use the Level Two ability of that Block. At 20th Level, select one of the three Blocks and use it at its Level Three ability.
Touch Guard: The Shield fighter Begins learning how to use his shields to guard against attack he normally could not.
Level 1: Retains a +1 Bonus to AC from his shields Vs. Touch Attacks.
Level 2: Retains a +2 Bonus to AC from his Shields Vs. Touch Attacks.
Level 3: Retains full Shield Bonus Vs. Touch Attacks.
Shaking Block[I]: The Shield Fighter begins taking advantage of the opponents miss’s by using his shield to shake his opponent off balance. If the opponent miss’s an attack roll against the Shield Fighter, the attacker and the Shield fighter make opposing Strength checks. If the Shield fighters check is higher, he shakes his opponent off. Shaking Block may only be used once per enemy per round.
Level 1: All Melee attacks made by the attacker after the Shaking block suffer a –1 penalty to attack and damage rolls.
Level 2: All Melee attacks made by the attacker after the Shaking block suffer a –3 penalty to attack and damage rolls.
Level 3: At level three, Shaking block automatically ends your opponents melee attacks.
[I]Distance BlockThe Shield Fighter takes advantage of the time it takes projectiles to reach him. Even though they move rather fast, the difference in time it takes to reach him is enough for him to react. Distance Block Grants a Shield Bonus to all ranged attacks from a distance. This bonus stacks with the Shield bonus granted by his shields. The bonus’s do not apply if the Shield fighter is Caught Flat Footed.
Level 1: The Shield Fighter Gains +1 AC against all ranged attacks fired from 30-100ft away and a +2 bonus against all ranged attacks fired from a distance greater than 100ft.
Level 2: The Shield Fighter Gains a +2 AC against all ranged attacks fired from 30-100ft away and a +3 bonus against all ranged attacks fired from a distance greater than 100ft.
Level 3: The Shield Fighter Gains a +4 AC against all ranged attacks fired from 30-100ft away and a +6 bonus against all ranged attacks fired from a distance greater than 100ft.
Friendly Blocking: The shield fighter begins covering for his nearby allies. The Shield fighter may only use this ability if he has 2 shields.
Level 1: All allies in a 5ft Radius of the Shield fighter gain a +1 Shield Bonus to their AC. This bonus Stacks with other Shield Bonus’s.
Level 2: All allies in a 5ft Radius of the Shield fighter gain a +2 Shield Bonus to their AC. This bonus Stacks with other Shield Bonus’s.
Level 3: All allies in a 10ft Radius of the Shield fighter gain a +4 Shield Bonus to their AC. This bonus Stacks with other Shield Bonus’s.
Back Guard[I]: The Shield Fighter learns how to cover his own back. By doing so he reduces the effectiveness of Flanking. The Shield fighter may only use this ability if he has 2 shields.
Level 1: Flanking Bonus’s against the Shield fighter are reduced by 1.
Level 2: Flanking Bonus’s against the Shield Fighter are reduced by 2.
Level 3: This Blocking technique does not have a Level three.
[I]Shield Tilting The Shield fighter is helpless without his shield, so he learns to keep his shield from breaking he learns to tilt it at the right time to minimize damage against his shields.
Level 1: All Sunder attacks against a Shield used by a Shield Fighter suffer a –2 penalty on the attack roll. If the attack roll succeeds, they suffer a –2 penalty on the damage roll.
Level 2: All sunder attacks against a Shield used by a Shield Fighter suffer a –4 penalty on the attack roll. If the attack roll succeeds, they suffer a –4 penalty on the damage roll.
Level 3: All sunder attacks against a Shield used by a Shield fighter suffer a –6 penalty on the attack roll. If the attack roll succeeds, they suffer a –6 penalty on the damage roll.
Bonus Feat: Starting at fourth level and every four levels after that, the Shield Fighter Gains a Bonus Fighter Feat.
Dual Guard: At fifth level, the Shield Fighter gains a greater skill at using two shields. So long as he has two shields, the Shield Fighter gains a +1 Shield bonus at Level five and an additional +1 for every five levels of Shield Fighter. This Shield bonus stacks with other Shield bonus’s.
Shield Toss: At seventh level, a Shield Fighter may toss his shield like a disk as a standard action. Its damage is treated as though the shield doesn’t have spikes, regardless of weather or not it actually does. The Shield has a 30ft range increment.
Improved Shield Toss: At 14th level the Shield fighter improves his range with his shield toss ability. The increment increases from 30 to 60ft.
Expert Shield Toss: at 19th level, the Shield fighter gains to options. He can either use the shield toss at an increment of 90 ft, or he may toss both shields simultaneously at an increment of 30 ft. If he chooses the second option, roll both shields as one attack roll. If they it hits, roll the damage for both shields, as well as an additional damage depending upon the shields. In addition, the bonus damage from harder materials is applied to the bonus damage rolls on each shield that possesses the harder material.
Bonus Damage for throwing two shields:
Small Wood: +1d3.
Large Wood: +1d4.
Small Steel: +1d6.
Large Steel: +1d8