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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

Gwenfloor
2007-05-14, 12:14 PM
Cool Core class. I was expecting a Fighter Feat tree, but this idea is cool, too.

For small tables, well, all tables that I use, I just highlight the text and CODE it.

Dryad
2007-05-14, 06:42 PM
Ehm.. A shield fighter has a stunning three attacks per round at first level! The first two at a -2, and the last at a -7, but still! (Improved two weapon fighting grants an off-hand secondary attack.)
Also, raising damage dice with materials, wood vs. steel, is cool, but if you do that, you wouldn't need a material bonus to damage. Also, shields are primarily defensive weapons. A longsword is a good weapon for offense, and has a dmg die of 1d8. Granting a large steel shield the same dmg die as a longsword, in addition to it's +2 ac bonus, really makes any weaponswielder look silly. Especially since shields are counted as light weapons when used to bash with. A light off-hander dealing 1d8, or 1d10, with spikes, really makes every single damage-output fighter or barbarian wielding large weapons with great skill look like a spelled out, sung out, bard with a dagger. That added to the stunning +4 shield AC that never fails, and it makes you unstoppable.
Now; attacking with shields ís shield-bashing. Instead of granting them the oppurtunity to strike with a shield without them losing their AC-bonus, you could simply grant them Improved Shield Bash, which already negates the AC-loss.
Damage from materials should not relate to hardness of the shield, by the way, but of it's weight. A steel shield is heavier than a wooden shield, yes, but an adamantite shield is lighter, and a mithrall shield weighs next to nothing. If someone hits you with a plastic plate, you won't feel a thing, but if that same person whacks you with a ceramic plate.. Ouch.

Flanking.. Ehm.. The usual bonus for flanking is always +2, unless you have special feats or features, such as the feature of a kenku, that raises it to +4. I would advise against diminishing this; it is a special feature that makes the race, or choice of feats, special, and adds to the character. Rendering it useless is not as much improving your own character, but actually renders other character ineffective.

An example shield fighter lvl 4, with this class...
hp:40 Saves: fort 7, ref 3, will 2
ac:23 Init: 2
str:16
dex:14
con16
int:13
wis:12
cha:11
Feats: reckless attack, power attack, weapon focus: shield, weapon specialisation: shield, improved two weapon fighting, shield offense.

Attacks: +8 melee. (Or +6/+6/+1)(Or +10/+10/+5, AC drops to 19)
Damage: 1d10+7/1d10+5 (1d10+11/1d10+9=power attack.)

This is a human shield warrior, using the stats: 16,15,14,13,12,11. Basic Elite Monster stats. How can you ever hope to keep up with the damage output as a barbarian or fighter, and STILL have an AC 19 when going to the absolute MAX in damage and attack bonusses? (Of course; using mundane large steel shields, shield spikes and a full plate armour. (Cost: About 1100 gold max.) With a half-plate, the ac would be one less, but, let's face it, ac 18 when going to the absolute max in mêlee is still awesome. On average, the third attack wouldn't hit much if using power attack to the fullest. So let's halve power attack. Your to-hit: +8/+8/+3. Still nice. Okay: Damage: Average 28/round, with a lucky second hit, increasing the average damage if everything hits to 41/round. And at lvl 4, chances are you get so lucky.

Overall: I really do like your idea. I actually love the concept. But the thing is: Average elite monster stats, being, on average, not as good as character stats, beat any other characters arse when damage is concerned. That, and it can take a beating like nothing else, having an armour class some challenge rating 4 monster need a natural roll of over 18 even to hit. (Average fighter has a +7 attack bonus on one attack, +5 on two. It would need a charge to even have a 38% chance on hitting, dealing an average of 14 damage with a greatsword, but dropping his AC to 17. The shield warrior then has a 67% chance of hitting the fighter, dealing exactly twice as much damage. Next round, the damage-output fighter has a 32% hit chance... And the shield warrior has a 55% hit chance.. And more damage output.)

So: The class concept is a good one, a very, very good one, but please, take away the weapon specialisation and the damage dice of the shields. Take away the improved two weapon fighting, aswell. If a character wants that, allow it, but let her take them as feats through normal progression. Wielding two shields: Sure. But let the character make sacrifices for an average damage output, instead of making it easy for her to easily outdamage dualwielding rogues, quickened-spelling evokers, or anything the like.

Shields are for defense and nifty tricks. And that's in this class, and you did very well at that. But a shield warrior isn't a damage-bot more far more destructive than a flurry-rogue or metamagic-sorceror.

Reptilius
2007-05-14, 08:12 PM
What if you took this class as an anthropomorphic dog with six INT?

Arbitrarity
2007-05-14, 08:19 PM
*Screams at the horror of +1 bashing spiked adamantine large shields*

4d6 each!?

aaron_the_cow
2007-05-14, 09:00 PM
*Screams at the horror of +1 bashing spiked adamantine large shields*

4d6 each!?

*hides in corner*
just imagin them using Dex pioson...
now they have probobly triped in there platemale and are being coupe de grawed with 4d6 each.
*wimmpers*

Dryad
2007-05-14, 11:53 PM
Keep it civil...

Corncracker
2007-05-15, 02:17 AM
So, drop it down to Regular two weapon fighting, Drop the MAterial Damage Bonus, and then drop all Damage Die by One.

In addition, Limit the weapon feats you can use with the shield. Possibley to Only Weapon Focus (Shield) And power attack?

In addition, how about making it so you cannot use Cleave or Great Cleave with the shields? Do these sound like good fix's then?

Also, the only thing I can think of for the Flanking Block I have is to drop off the ability to raise it to third level, and limit it to the -2 to all flanking bonus's. I could drop it, though I rather do like the Idea of that one.

Edit: I've done the following to the initial post.
1)Dropped all Shield damage Die by One.
2)Spikes now Add +2 damage rather than increasing the Die of the Shield.
3)No more material Bonus to Damage.
4)Instead of improved two weapon fighting, they only have regular two weapon fighting.
5)Power attack and Weapon Focus are now the only weapon feats that effect the shields.
6)Cleave and Great Cleave cannot be used when using Shields.
7)The level 3 of the Flanking Block Ability is dropped, meaning it only has two levels.
8)Dual Shield throw damage is reduced by one Attack Die.

Dryad
2007-05-15, 06:30 PM
Actually, for damage and to hit rolls, a shield is treated like a weapon, and acts like one. (Allthough a magical enhancement bonus only works on attack and damage if the spikes are enchanted.
Weapon specialization is Ftr only; keep it that way.
All other possible weapon feats are usable with shields for ANY class. So why exclude the shield fighter?
I would grant dual shield defence (Shield mods from shields stack) but not two-weapon fighting. Instead, add that the Shield Fighter may take this feat without meating it's prerequisites. (dex 15). This way, she still has to spend a feat for this feat.
As for shield throw: Most shields, except for viking and zulu shields, are strapped to the forearm. Effectively making throwing one odd, because you'd first have to drop the shield; unstrap it. Which will take some time when having two shields attached to your arms.

And let's face it: Most of the time it is a good thing to diminish something's power just to make it a hell of a lot cooler and more logical at the same time.

Corncracker
2007-05-15, 07:03 PM
Alright, so Dropping the Two Weapon fighting. Also, I think I'll keep the Shield throw, and just make them take a turn to unstrap the shields then.

Matthew
2007-05-20, 04:22 PM
You know, Power Attack and Weapon Focus can already be normally applied to Shields... there's no need to specify that in your Base Class description.
I get the feeling that this ought to be a Prestige Class or else a Feat Tree of some sort. It seems rather specialised to be a Base Class.

Corncracker
2007-05-20, 09:08 PM
I hadn't played a fighter for so long, I forgot all this stuff about the shields. For now, I think I'll drop this Idea and read up on the rulings with shields a bit more. Then I shall return with this class reworked. Thanks for all the input guys.