PDA

View Full Version : Pathfinder Shield Knight -Theperfect25



theperfect25
2018-09-26, 03:37 PM
Shield Knight

Description:The Shield knight fights on the front line, Protecting their allies while holding the front line. When defense doesn't work however, they are as ready as any knight to smash into their enemies to protect their allies.

Attribute: Constitution and Charisma enhance a Shield Knight’s abilities in combat and protection.

Starting gold: 3d6x100gp (1050gp)

Starting age:Moderator

Health:Hp D10


level
BAB
Fort
Ref
Will
Special


1
0
0
0
2
Shield wall, Ultra heavy armor


2
1
0
0
3
Hammer Swing


3
2
1
1
3
Fire strike 1d8


4
3
1
1
4
Shield Knight Mastery


5
3
1
1
4
Allies in arms, Diehard


6
4
2
2
5
Charge, Fire strike 2d8


7
5
2
2
5
Shield Knight Mastery


8
6/1
2
2
6
Earthquake


9
6/1
3
3
6
Call for cover


10
7/2
3
3
7
Shield Knight Mastery


11
8/3
3
3
7
stalwart


12
9/4
4
4
8
Fire strike 3d8


13
9/4
4
4
8
Shield Knight Mastery


14
10/5
4
4
9
Die with Glory


15
11/6/1
5
5
9
path chosen(Journeyman)


16
12/7/2
5
5
10
Shield Knight Mastery


17
12/7/2
5
5
10
Shield repulsion


18
13/8/3
6
6
11
Path Chosen(Expert), Fire strike 4d8


19
14/9/4
6
6
11
Shield Knight Mastery


20
15/10/5
6
6
12
Path Chosen(Master)


Class Skills: (2+int)
Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Knowledge (Nobility), perception (Wis), Profession (Wis), Sense motive (Wis), Use magic device (Cha).

Main class features:

Weapon and Armor Proficiency:
A Blooded Warrior is proficient with all simple and martial weapons, as well as light, medium, and heavy armor

Shield barrier
At first level a Shield knight has the magical ability to summon a magical barrier to protect themselves and the allies near them. The Barrier is a translucent wall that glows a faint color of the Shield knights choosing.. This barrier protrudes from the Shield Knights arm much like a shield. Because of this, a Shield knight does not gain the benefit of a shield if they were using one during the time of this abilities activation. This magical shield is recognizable at sight but also translucent enough to see through. This ability may be summoned with a full round action and desummoned with a move equivalent action. While a shield knights barrier is up they may not take any actions besides move actions with a move speed equal 10ft+5ft/10lvls in the Shield Knight class.
When a physical or magic attack that deals damage would come into contact with the barrier, the barrier absorbs the damage onto itself instead of the Shield knight while active. The shield has a total hp equal to their class level x 2 x chr modifier. When the barriers HP reaches 0, all left over damage is transferred to the shield knight and the shield barrier is deactivated. When deactivated in this way, it may not be used again for 1d4 rounds.The shield regenerates your shield knight level in Hp every round round when it is not activated.

Ultra heavy armor
Through practice and constant usage, a shield knight has learned how to properly wear specially crafted heavy armor. These suits of armor have been customized specifically for each individual shield knight. An Ultra heavy armor can be made from the designs of any heavy armor. Making an armor ultra heavy doubles the original price of the armor(not including masterwork),1.5x the weight of the armor, and increased the armor check penalty by -2.. Making an armor ultra heavy grants a shield knight a +2 increase to the armor rank of the armor.

Hammer swing
At second level a Shield knights are accustomed to the heavy objects, and especially their use as a weapon.. When wielding a 2h bludgeoning weapon they may treat themselves as 1 size category larger for weapon damage and attack as a standard action.

Fire Strike
At third level a Shield knights may focus their Shield Barrier's magic into a single strike. The Shield Knight may spend a standard to make a ranged magical touch attack on an enemy within 100ft. This full round action may be used while his shield is activated, but it deactivates the shield with its use. The fire strike deals 1d8+ Chr Modifier of magic damage that bypasses any Damage reduction the Target possesses. The damage increases by 1d8 for every 6 levels of Shield knight they possess.

Shield Knight Mastery
At 4th level a Shield Knight may choose to further specialize in one of the many aspects of a Shield Knight. Starting at lvl 4 and every three levels afterwards the Shield knight may further increase their understanding of a chosen master, gaining increased skill in their usage. Every time the gain a Shield Knight Mastery they may either choose to increase the Mastery of a skill they have already chosen(Max 3 time), or choose another to increase.



Times taken
Mastery of the shield


1
While the shield is activated, it will begin to reflect oncoming physical attacks. Giving a +3 shield ac


2
Shield gains an additional 3hp per level to its max health pool


3
+5shield ac, Gain a +5ft movement while the shield is activated




Times taken
Mastery of the walking armor


1
+2ac, -3 penalty to armor save removed


2
+3ac, Gain 25% protection from criticals and sneak attacks(max75%)


3
+4ac, Remove movement penalty to armor




Times taken
Mastery of the Charging Knight


1
Gain an additional +20 move speed to any charge, and when doing a bullrush during a shield knights charge. Gain a +4 to their cmb


2
When performing a critical after a Charge movement, the shield knights critical damage multiplier is increased by 1


3
After performing a bullrush on an opponent, before moving the target. If the shield knight still has movement left in their charge, they may choose to move the target in another direction out of their charge line, and then continue their charge.




Times taken
Mastery of the fire storm


1
Add a d8 to the damage of all firestrike attacks, add double your chr modifier to damage instead of once.


2
Add a d8 to the damage of all firestrike attacks, and Firestrike ignores cover up to 50%


3
Fire Strike becomes a splash attack, with adjacent targets needing to roll a reflex save of 10+1/2shield knight level +chr mod or take half damage.




Times taken
Mastery of the striking mountain


1
When using a Hammer swing the Shield knight may add 2x str mod to damage instead of 1.5


2
Gain a 5ft reach with any weapon they use, weapon is considered an additional size category larger


3
The Shield knight empowers their weapon with the magic in their shield, causing a larger impact than any normal attack. The Shield knight may add their level to all aattacks for Hammer Swing.




Times taken
Mastery of the rattled earth (Must be atleast level 10)


1
Earthquake becomes a 30ft cone instead of 20ft


2
Can choose to make it a 15ft radius burst around self.


3
All targets affected by earthquake become prone on failure instead of flat-footed



Allies in arms
Starting at fifth level, with quick reflexes a Shield knight may be able to protect his allies that are close by. Whenever an ally is that is adjacent to the shield knight takes damage from a physical or magical attack. The shield knight may move his shield to take the damage instead. Bringing the damage to their Shield barrier instead, as if it was the target instead. This ability cannot be used when Shield barrier is not activated

Diehard
At level 5 A shield knight gains access to the Diehard feat even if they meet the prerequisites. If the shield knight already possesses the Diehard feat they gain a combat feat instead.

Charge
Starting at level six, even with a Shield knight's usual slow movements, they may focus their Shields magical nature to produce a burst of speed, propelling them forth. As a full round action, whether or not their are using their shield wall or not(Thought ending the effect if they are), the shield knight may make a charge whose movement is not impeded by their armor. Instead of an attack at the end of their charge, a Shield knight may perform a free Bull rush combat maneuver as if they were were one size category larger than their target. If this bull rush is successful and the target is left between an adjacent wall and the shield knight. The Shield knight crushes them against the wall and smashes them with their weapon. This attack with their weapon automatically hits and threatens to critical.

Earthquake
Starting at level 8, by infusing their Weapons with the same magic in their shields they may smash it down to the ground and create a small earthquake in the ground. Sending tremors to off balance their enemies. As a full round action the shield knight swings their weapon down creating a 20ft cone forward. Everyone in the area of effect must succeed a reflex save equal to (10+1/2lvl +str mod) or become flat-footed for a round. Any target that is immediately adjacent to the shield knight, in the area of effect, and fails their reflex save becomes prone instead of flat-footed.

Call for cover
Starting at level 9, the ways of battle become more familiar to you, able to predict and call out help to allies who need it. Whenever an ally within 20ft of you needs to roll a reflex save against damage, you may call out and temporarily give them access to the Evasion ability. If they succeed in their reflex save they may make a free move action, as long as they end their movement adjacent to you. This ability can be used 1+chr mod times a day, as well as may only be used while shield barrier is active

Stalwart
At 11th level, a Shield knight has gained a physical resilience able to avoid certain attacks. If they makes a successful Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, they instead avoid the effect entirely. A helpless Shield knight does not gain the benefit of the stalwart ability.

Die with Glory
At level 14, when the Shield Knight falls below 0 hp they no longer become staggered from the Diehard feat. Every round they act while have a negative hp they must make a fortitude equal to the amount of damage they have below 0. They may continue to act even if they would normally be dead from negative hp. This ability will continue until they fail their fortitude save. When this ability ends and the Shield knights health is below the negative of their constitution score, they will die.

Shield repulsion
At level 17, when the Shield knight’s Shield wall takes damage from an enemies attack, they may magically use the energy from the attack to empower their Hammer Swing. After their Shield wall takes damage, the following round they may activate Hammer Swing as a full round action. When they do, the shield knight may add half of the total damage their shield wall took the previous round to their damage.

Path Chosen
At level 15 a Shield Knight may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a magical ritual that requires 200gp/level in supplies, which is expended during the ritual. The ritual itself only takes 24 hours, interruption of it will cause the ritual to be reset. A Shield Knight gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through their understanding and power of the path that they have chosen.

Bloodied shield
Journeyman:A Blooded Shield discards their hammer for that of a large axe. They may use slashing weapons for all abilities that require a bludgeoning weapon. As well as when a Blooded shield uses their Hammer Swing ability they may target two enemies as long as they are adjacent to one another. When attacking you roll to attack once, and compare it to both enemies ac.
Expert:When a Blooded Shield uses their Shield wall ability, the magical shield becomes imbued razor like spikes. This allows the Blooded Shield to perform a Shield bash as if their shield was a heavy steel shield that is one size category larger than normal. These shield bashes deal an additional point of bleed damage when striking a living target.
Master:The Blooded knights Hammer Swing ability can target up to 3 Targets instead of two, as long as each one is at least adjacent to another and are within the Blooded shields reach. A blooded Knights Hammer swing ability now deals an additional d6 of bleed damage to each target hit.

Stone heart
Journeyman:A Stone Heart is more at home in their armor, and as such they have become almost magically in tuned with the workings of it. They no longer take penalties for sleeping or resting in their armor. As long as they wear their own Super Heavy armor they gain a 25% immunity to criticals and precision damage (max 75%) .
Expert:The Stone heart gains a dr/- equal to their con mod (min 1). Their Armor battle worn and tested true. Always being patched and handled perfectly.
Master:A Stone heart

Risen Knight
Journeyman: A Risen Knight is a knight who has overcome personal loss and has risen to become a companion focusing on protecting their allies. At level 15 a Risen knight may use their Allies in arms ability at a range of 10ft instead of needing to be adjacent. The Risen knight also gains a +5 misc bonus to their diplomacy.
Expert: At lvl 18, when an ally within 30ft takes damage that will cause them to go below 0 hp then the Risen Knight may, as an immediate action, activate their Charge ability to hit the enemy that dealt the damage. If the Risen Knight’s Bull rush is successful, you take the damage instead of your ally. This ability deactivates their Shield Barrier if it is activated.
Master: At lvl 20 A Risen Knight may overcharge the magic around him to confront whatever foe is in front of him. By activating this ability as a full round action they may activate their Shield Knight abilities earthquake, fire strike, and charge in that order. This tremendous ability is powerful but puts a strain on the Risen knight, activating it damages their barrier to 0 hp as well as cannot be activated for 1d4+1 rounds.



Notes: This is a class based off of the video game character Reinhardt from Blizzards: Overwatch. I have made a number of the characters into pathfinder form, basing them mostly off of team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25
Other Overwatch classes:Tracer: http://www.giantitp.com/forums/showthread.php?507332-Overwatch-Classes-Tracer-theperfect25
Zenyatta: http://www.giantitp.com/forums/showthread.php?508838-Overwatch-Classes-Zenyatta-theperfect25
Reaper: http://www.giantitp.com/forums/showthread.php?507428-Overwatch-Classes-Reaper-theperfect25
Mercy: http://www.giantitp.com/forums/showthread.php?507439-Overwatch-Classes-Mercy-theperfect25
Pharah: http://www.giantitp.com/forums/showthread.php?508058-Overwatch-Classes-Pharah-theperfect25
McCree: http://www.giantitp.com/forums/showthread.php?507534-Overwatch-Classes-McCree-theperfect25