E.N. Armoury - Shields

HellHound

ENnies winner and NOT Scrappy Doo
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Come back with your shield, or on it!

The Armoury continues with a complete book about shields. This 32-page PDF contains everything you need to optimize your shield-bearing warrior. This volume includes a brief history of shields, a collection of new shield variants (including the thrown discus shield, great shell shields, and locking shields), new shield-making materials and crafting techniques.

For the skilled shieldsman, a collection of new shield-oriented feats are presented, along with five shield-oriented prestige classes
  • The Faithwarden - sworn to defend their church and faith.
  • The Knight Herald - who goes forth under the banner of truce to represent the interests of his liege.
  • The Ramshield Berserker - shieldgnawing fast and aggressive warriors of the Ramshield mountains.
  • The Shieldmage - masters of protection and defensive magics.
  • and the Tower Legionnaire - stalwart warriors and warrior-spellcasters who are masters of the tower shield.
The volume is rounded out by a pair of spells, five magic & psionic shield properties, four specific magic & psionic shields, a new alchemical item, and Belisar, the deity of shields, along with his domains of Community and Shields.
 

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E.N. Armoury: Shields

E.N. Armoury: Shields is the second volume in the E.N. Armoury line from E.N.Publishing, the other volume being E.N. Armoury: Chainmail Bikinis. The pdf is written by Adam Windsor and includes some good material on expanding shields, including new variants, new feats, prestige classes, spells, magical enhancements and a good variety of optional and new rules material. The pdf is 33 pages long, 30 pages of which contain actual content. E.N. Armoury: Shields normally retails for $4.95. This review was done as part of Crothian's Review Project.

Disclaimer: Note that the reviewer is a d20 freelance writer with recent published material through another publisher. All effort has been made by the reviewer to ensure that this is an impartial review.

Initial Impressions:

E.N. Armoury: Shields is the latest product in the E.N. Armoury line. It comes as a single pdf file, fully bookmarked, and barring the blue cover not too graphics intensive to make printing difficult (the chapter headings, for example, are not solid fill, but rather outlined letters). Having recently reviewed two products from the E.N. Arsenal line, which shares the layout template with the E.N. Armoury line, I was very pleased to see that some significant changes had been made. For one, while the greyscale background images that herald new chapters are still there, they're much lighter and thereby making reading a lot easier and the image no longer interferes with the text. In addition, there is no duplicate art in the pdf, yet, with the addition of a few photographs of variant shields such as the zulu hide shield, the number of art pieces remains roughly the same. As usual, a full table of contents is provided, although this time there is no table of tables. Overall, I was pleased with the layout and the readability of the pdf, and the changes made for a much easier and enjoyable read.

The Details:

Like other products in the Armoury and Arsenal lines, the pdf is divided into five chapters, each detailing a different aspect of shields. I have to admit that I appreciate the similarity in layout and structure of these pdfs, as it makes it feel more like a series, rather than a bunch of separate books. Adam Windsor does a good job with the writing, and, being familiar with some of his other work for Clockwork Golem workshop and Malhavoc Press, this is another excellent pdf from him. But, it's shields you came here to read about, so on with the details of what the pdf contains.

Chapter 1 - Shields: This chapter starts with a brief history on shields, and draws from material presented in Tarassuk and Blair's 'The Complete Encyclopaedia of Arms and Weapons'. It's not presented in great detail, and I certainly would've appreciated some more detail on the development of the shield, including advances made by the Romans, for example. The chapter continues by providing statistics for the different types of shields, and brief discussions on the typical shields found in the d20 game. This includes statistics for different sizes of shields (particularly relevant when used for bashing), and optional rules for primitive shields and using inappropriately sized shields. The chapter concludes with racial preferences, and, understandably there aren't many specific preferences. The thing I like most about this pdf is that it presents material that will put something back into the 'sword and board' fighter that seems to have been superseded by the two-handed power attacker. A good and well-presented overview, but by no means complete.

Chapter 2 - Shield Variants: This chapter looks at new shield variants, new shield materials, additional craftsmanship work that can be performed on shields, and a new special material. New variants include the discus shield that can slash and be thrown, the great shell shield which is a tower shield variant made from turtle shells, the locking shield for troops in formation, the parrying stick, and the pavise, a tower shield used by archers during the 16th century. Full details on each of these shields is provided, both defensive and offensive capabilities. New shield materials include the hide shield used by, for example, the zulu warrior, or the wicker shield. Useful tables are provided that summarise the properties of these shield variants, as well as their special characteristics, such as the parrying stick only providing a shield bonus to AC against melee attacks. I can certainly see the use of some of the shields in any campaign, particularly the locking shield and the pavise.

The chapter continues with additional features that can be crafted into shields, thereby making them harder or more durable, or even adding a disarming spike to a shield so that it can be used to disarm. A new special material, serpentwood, is provided, and a new weapon (also usable by monks) called the steel sleeve. Overall I found a lot of useful material in this chapter, with some good descriptive flavor.

Chapter 3 - Fighting and Feats: This chapter provides a number of new uses for shields in combat and new feats for shieldbearers. Shield uses include dazzling opponents with highly polished shields, using oversized shields for cover, using a shield for sledding (for all you Legolas fans out there!), using a shield as a stand to bridge gaps, or even more mundane uses as a digging or eating utensil or even firewood. A useful table is provided to indicate which of the new variant shields is suitable to each of these new uses. Overall I think this is a good addition to any game, and provides material that most DMs and players will find some use for.

The next part of the chapter involves feats. The pdf states that these are drawn from other sources and rewritten (twice actually in a rare editing error), although the OGL section 15 doesn't mention any of these sources. There are a total of ten new feats provided, which include Shieldbearer that allows a shield user to protect and ally with his own shield, Shield Expert granting more defensive use from a shield, Tower Shield Mastery for those that want to excel at the use of the tower shield, Buckler Strike to bash with a buckler, and Shield Parry, to forgo bashing in favor of defence. One feat called Raging Power Attack caused a slight raise of the eyebrow, as it allows any character within a rage to gain +2 damage per -1 attack modifier (as for a two-handed weapon) when using a one-handed weapon. This allows raging barbarians with this feat to be brutal and gain the AC from a shield, which I thought may be a bit too strong. Overall, though, a good selection that will encourage characters towards sword and board rather than two-handed weapons.

Chapter 4 - Classes of the Shield: Prestige Classes. The two products from the Arsenal line that I've reviewed were particularly weak in this area. I'm very pleased to say that for this pdf, the prestige classes shine, and are by far the best part of the pdf. Each offers enough background and flavour to go with the text, and the prestige classes have a sense of direction in their abilities. Almost all of them encouraged me to think about using them, and I hope to get the opportunity to do so. Very nice selection of prestige classes. The prestige classes presented include the Faithwarden (a defender of faith and religion), the Knight Herald (a warrior standing between his liege and his enemies, a diplomatic knight), the Ramshield Berserker (barbarians from the mountains that have developed their own shield-based fighting style), the Shieldmage (an abjuration specialist competent in the use of a shield to drive his magic), and the tower legionnaire (elite mercenaries proficient in warfare and formation fighting, particularly with tower shields - I'd looking forward to having elite hobgoblins within this class using locking shields as well!). All of these are good, offering a range of roleplaying opportunities and have solid and balanced builds, although the Ramshield Berserker does gain the Raging Power Attack feat as described above, and eventually the ability to do so outside of raging. The shieldmage and the tower legionnaire will certainly be in the back of my mind in the next adventures I run.

Chapter 5 - Shield Magic: The last chapter in the pdf concentrates on magic - spells, shield enhancements, special shields and more. It also presents a new deity and two domains based on shields and protection. Of the spells Summon Shieldward is a great little spell, where a living shield in summoned and attached to a wearer's arm. I really like the idea, and its usefulness, basically akin to a living ring of force shield. Enhancements include resonating to protect against sundering, transforming to change the type of shield, and hideous to frighten enemies.

One of the nice things about this pdf is that all the material ties together nicely with the new material presented in this pdf, and material found in the core rules. Almost all of the content is useful in some form, but its the prestige classes that are the best part of the pdf.

Conclusions:

E.N. Armoury: Shields is a pdf product focused on the shield, and includes some useful, eclectic, and exciting material for those interested in expanding your shield horizons or showing that greatsword weapon wielder that it's not all about power. This is a good little product from E.N. Publishing, and well worth a look at. Based on content, much improved layout, usefulness of material, excellent prestige classes and general clear writing, I'd grade this pdf with four stars, or a very good pdf.
 

E.N. Armoury – Shields

By Adam Windsor
Published by E.N. Publishing
Pages: 31 + Cover + OGL
Fully bookmarked

Disclaimer: This is not a playtest review. I did not buy E.N. Armoury - Shields, it was sent to me for review as part of Crothian’s Review Project.

In D&D, the extra strength bonus to damage and feats like Power Attack make fighting with a two-handed weapon very attractive to many players. Similarly, fighting with two weapons has always exuded a certain style and panache, an opinion many folks would share even if a certain dual-wielding drow had never shown up on the scene. In comparison, the venerable sword-and-board fighting style seems to rate a distant third. The extra Armor Class bonus provided by a shield simply isn’t all that interesting, it seems; conservative defense just isn’t sexy. This very lack of “Hubba-hubba” is the problem that E.N. Armoury – Shields seeks to address.

If you’re unfamiliar with the various E.N. Publishing products, you’ll be happy to know that they tend to have very good production values, and this one is no exception. It’s laid out in the standard two-column portrait format, and it’s unlocked, which is to say, you can select text and copy from it freely to paste into your own notes. There are no borders on the sides of each page, rather, there is a simple title line in the header, and a pleasingly complicated piece of artwork depicting a pile of assorted weaponry in the footer. On the topic of artwork, there isn’t much otherwise. Aside from the front cover and a few, what look to be, colour photographs of some historical styles of shields, there are two relatively small pieces black-and-white depicting shields in an almost heraldic fashion, and another action shot of what I would guess to be a shielded dwarf cleric charging to deliver some sort of touch spell. This last piece is also depicted in a very light grey-scale behind the text of the first page of four of the five chapters. Despite there being only a couple pieces of artwork, text on each page is nicely broken up by red titles and headings, a plethora of tables, the aforementioned footer art, and several helpful sidebars, often bringing up optional material worth considering. There’s enough going on visually that the reading experience never starts to feel like a long drive through the prairies.

E.N. Armoury – Shields is broken up into five chapters:

Shields: This section starts off with a quick introduction and a short, real-world history of the use of shields, and then goes into a bit more depth on the subject matter than what you would find in the PHB. This is in turn followed by a page of various statistics, which at first glance makes for dry reading, until you find you suddenly need to know something in-game. Need to quickly look up how many hit points the party fighter needs to carve through before he finally sunders the giant’s huge heavy wooden shield? It’s listed. Need to know the shield bash damage for a small light spiked shield? It’s also listed. Very handy. I could see printing off just that single page and throwing it into one’s DM binder. This section is also home to several optional rules that look entertaining, including using shields as back protection, and how to deal with what happens when a character picks up a shield from the battlefield and it’s the wrong size.

Shield Variants: When a simple pile of wood strapped to one’s arm just isn’t good enough, it’s time to throw in some variation. Here we have rules for a discus shield whose edge is sharpened to do slashing damage on a shield bash, a tower shield made from a giant turtle shell which can be used as a canoe in a pinch, a locking shield for when you want your party’s front ranks to form something resembling a phalanx, a parrying stick, a shield knife, and a pavise to provide cover for archers and spellslingers. Each variant thoughtfully includes a block at the end with the revised statistics, so you don’t have to monkey with the numbers yourself. This is followed by new materials to use in shield construction, detailing the use of hide and wicker, a new weapon, a new special material, and craftsmanship rules with which to physically enhance a shield, making it more durable for example, or reducing its weight.

There are a lot of options in this chapter, and they look to be reasonably bite-sized and easy enough to insert into a running campaign. Some of these options would make fun regional variations. Perhaps some lizard-folk make a lot of use out of tortoise shields, or the guards for the local duke have been trained to use discus shields to keep the common folk from approaching his lordship too closely.

Fighting and Feats: More than just providing a bevy of new feats, the author has also gone out of his way to describe some tricks and techniques the common warrior might use to try to make the most out of his shield. Using it as a dinner plate, for example, or buffing the shield’s face to a mirror-like finish and trying to use it to blind some enemy. Desperate and shivering campers may be forced to chop their wooden shields for firewood, or use it as a sled to try to escape some enemy. This is followed by ten new feats. I’m not sure what to say about the feats, other than they all seem to be reasonably balanced. Nine of them are fairly straight-forward and relate directly to using shields, go figure, but that last seems to have nothing to do with the subject, at least at first glance. Raging Power Attack grants a raging character the ability to use a one-handed weapon as if it were two handed for the purposes of the Power Attack feat, while in rage. Presumably this is to allow one to occasionally see a barbarian character use a shield from time to time.

Classes of the Shield: Five new thematic, ten-level prestige classes find their home in this section. The Faithwarden has dedicated herself to defending those of a particular church or deity. The Knight-Herald is something of a diplomat, representing the interests of his liege or client at the negotiating table. The Ramshield Berserker is a mountain warrior who uses various techniques with his shield designed to keep his opponents underfoot and off-balance. By focusing primarily on defensive magics, the Shieldmage also learns how to use a shield without being bothered by that pesky chance of arcane spell-failure. And the Tower Legionnaire combines the use of tower shields with light weapons to produce an interesting soldier-for-hire.

I’m not normally all that intrigued by prestige classes, by and large, but of the five, I personally found the Knight-Herald and the Tower Legionnaire the most flavourful. The latter because the mercenary company introduced really seems to highlight the “being part of an actual organization” aspect of prestige classes, and the Knight-Herald because a herald is an archetype I’ve never personally seen used in D&D before.

Shield Magic: The final chapter rounds out the document with a couple new shield-themed spells, five more magical shield enhancements, four unique magical shields, an alchemical item, and a new deity, not to mention a pair of clerical domains. Even more so than the rest of the PDF, this section is something of a grab bag of shield-related magical “stuff”.

While I didn’t go over E.N. Armoury – Shields with a fine-toothed comb, I did find a number of small errors, and one rather major one. In the small category were a couple of minor formatting glitches, “has” being written as “ha s”, for example. There was one “See page XX” reference under the Improved Shield Dazzle feat, which stood out primarily because the PDF isn’t all that lengthy and one would think that something like this would stand out. But the biggie was that Table 4-5, detailing the Tower Legionnaire prestige class, was an exact copy of Table 4-2, detailing the Knight-Herald. That said, the text descriptions of Tower Legionnaire’s various special abilities do indicate at what level they come in at, so if you find yourself with a copy that hasn’t been subsequently fixed, all is not lost. You might have to fiddle with the saving throw progression however. Aside from the above, I found the writing and editing of the document very well done. The layout, on the other hand, at times feels very dense.

For the seemingly dry and focused topic matter, E.N. Armoury – Shields is very easy to read. There’s a lot here, but it’s broken up into a bevy of bite-sized, and easily digestible chunks, to use or ignore as one sees fit. Most of it is discrete, so there very little that is dependant on something else, further along in the PDF, making it trivial to lift something you like and seamlessly drop it into your game. And the rules seem conservative enough that doing so won’t break or unbalance anything. E.N. Armoury – Shields is a good and solid piece of work, and if you’re itching to get more out of the use of shields in your game, it’s well worth looking into. Chances are high you’ll find something inside that you’ll like, whether you’re primarily a player or a DM. With it, I can certainly see a many more players opting to create sword-and-board based characters in the near future, and that, I think, is a good thing.

Reviewed by Scott Benoit
 

Tower Legionnaire (TLg) Level Progression

Code:
[b]
Level   BAB   Fort     Ref     Will     Special[/b]
1st     +1	+2	+0	+0	Butcher's Work, Pack Tactics
2nd     +2	+3	+0	+0	Hold Your Ground, Lightened Load
3rd     +3	+3	+1	+1	Stand and Fight
4th	+4	+4	+1	+1	Bonus Feat, Shield Wall
5th	+5	+4	+1	+1	Covered Strike
6th	+6	+5	+2	+2	
7th	+7	+5	+2	+2	Tower Watch
8th	+8	+6	+2	+2	Bonus Feat
9th	+9	+6	+3	+3	
10th	+10	+7	+3	+3	Against All Odds
 

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