So a few months ago I saw a rather new concept out here - Style feats by Fax Celestis. This is an example. I made several others and my group tested them in a new campaign. They work well enough. Now I'm making a shield specialist and I'd like to hear if anyone on the playground has any ideas.
This is what I came up with. I haven't added a prowess cost to them, since I still don't know what this is going to look like in the end.
When making a shield bash increase the damage by one. Increase the damage by one for every two options purchased in this feat.
Your brother's keeper:
Adjacent allies receive a +1 Shield bonus to AC when you are using a Shield with which you are proficient and can take actions. The bonus increases to +2 if you are using a Tower Shield. This bonus does not stack with other shield bonuses.
Your brother's keeper, improved:
Adjacent allies receive a +2 Shield bonus to AC when you are using a Shield with which you are proficient and can take actions. The bonus increases to +3 if you are using a Tower Shield. Increase this value by one for every five options purchased in this feat. This bonus does not stack with other shield bonuses.
To use this Feat, you must ready a disarm action in response to an opponent’s melee attack against you. When your opponent attacks, you immediately make a Disarm attempt with your shield that does not generate an Attack of Opportunity. If you fail, your opponent cannot attempt to disarm you in response and they are considered to have landed a critical hit, which they need to confirm (this is not a natural 20). When making the disarm check, treat a Buckler as a Light weapon, a Light Shield as a One-Handed weapon, and a Heavy or Tower Shield as a Two-Handed weapon. If you attempt a this action, you lose your Shield Bonus to AC until the start of your next turn as well as the bonus 'Your brother's keeper' options. You gain a bonus on this check equal to the bonus provided by Shield specialization.
Now look what you did:
If your opponent is disarmed due to the use of your Drop it ability, you can make an Attack of Opportunity against your opponent immediately. You gain a +2 bonus on your attack and damage rolls against this opponent as long as he/she remains disarmed. Increase this bonus by one for every three options purchased in this feat.
This is Sparta:
If you successful hit your opponent with your Shield at the end of a Charge, you may make a Trip attack immediately without provoking an Attack of Opportunity. If you succeed you throw the opponent in the air and they land behind you, taking 2d6 fall damage. If you fail, your opponent does not get an attempt to trip you. You gain a bonus on this trip attempt equal to one third of the options purchased in this feat.
Like a truck:
You may make one shield slam as a Full Attack or at the end of a Charge. If it hits, your opponent takes normal damage and is Dazed for 1 round (Fort Negates, DC 10+str mod+one third of the options purchased in this feat).
When making a full attack with your weapon and shield treat your shield as if it were a light weapon (-4/-8 penalty). When you have purchased five or more options reduce the penalty to both main weapon and shield attack to -2/-2. If you have purchased eight or more options in this feat you may use two weapon fighting feats when wielding a shield in your off hand or in main hand with a light weapon in your off hand. Two weapon fighting options that increase your shield AC do not stack with your shield AC.
The ground underneath your feet:
When making an attack of opportunity with your shield against a foe running or charging past you you may make a free trip attempt if you strike them. If you succeed the opponent falls prone and ends his turn taking 1d6 fall damage. If you fail your opponent does not get an attempt to trip you.
When you hit an opponent reloading a weapon, casting a spell/spelllike ability or using a magic item with an attack of opportunity they must make a fortitude save or be stunned for one round (DC=10+str mod+one third of the options purchased in this feat).
Bigger is better
When fighting with a heavy or a tower shield and a light weapon you may wield your shield in your primary hand. This grants a +1 bonus on shield AC. This bonus increases by one for every four options purchased in this feat.
All he needs is a wee push:
As a full round action you ready yourself to toss a running or charging ally when he leaps on your shield (Jump, DC 12). The ally gains the following bonuses:
- If they are making a high jump they gain a +30 circumstance bonus on the check
- If they are making a long jump they gain a +20 circumstance bonus on the check
- If they are charging and hit the target they deal an additional 1d6 of damage for each square they jumped over, but take half as much damage when landing (before making the attack roll). If they do not make the check they take 1d8 damage for each square they jumped over.
Any constructive ideas and suggestions are welcome.