Please rate Shield Charge

Rate Shield Charge

  • 1 - You should never take this feat

    Votes: 0 0.0%
  • 2- Not very useful

    Votes: 2 4.1%
  • 3- of limited use

    Votes: 2 4.1%
  • 4- below average

    Votes: 1 2.0%
  • 5- Average

    Votes: 6 12.2%
  • 6- above average

    Votes: 6 12.2%
  • 7- above average and cool

    Votes: 15 30.6%
  • 8- good

    Votes: 7 14.3%
  • 9- Very good

    Votes: 9 18.4%
  • 10- Everyone should take this feat

    Votes: 1 2.0%

smetzger

Explorer
Shield Charge [General]
You deal extra damage if you use your shield as a weapon when charging.
Prerequisites: Power Attack, Improved Shield Bash.
Benefits: When you attack with your shield as part of a charge action, you inflict double normal damage.
DoF p.20
 

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This feat is superior to Power Lunge in every way. You double your total damage, not just your strength bonus and you don't provoke an AoO plus you still get the chance to knock your opponent back a square with shield bash.
 


"I don't understand why opinion polls belong in the rules forum."

Because these polls always end up in a detailed discussion of what the rules actually say, and because there appears to be no other forum better suited for it?
 

This is one of those feats that is just too good. Doubling your total damage rather than just your strength modifer is insane.

D&D always had a problem with mechanics that shafted shields. Rather than creating an interesting feat chain that let shield users increase thier defensive advantages as would be logical, in 3rd edition they created a series of feats that make shields just about the ultimate smackdown weapon.

It use to be that you couldn't understand why real warriors would bother with shields; now I don't understand why real warriors bothered to carry swords and spears.

I rated the feat highly on its smackdown power, but I'd never allow it into the campaign.
 

I have a dwarven Bbr5/Rgr5 using a darkwood shield of bashing.

I chose a darkwood shield originally simply because of weight (I like light weight equipment). However, the wood choice became very relevant when I came across the Spikes spell (CLr3, DotF).

Now try a shield bash (and yeah, make him a paladin with a high Cha and the smackdown starts to get ugly). (Cleric just lost 5 levels to a Spectre :-( so no more Spikes).

Still, a raging and buffed (Bull's Strength) Shield Charge hurts.

Anyway, my experience with Shield Charge? Real nice for the opening round, but usually too busy in melee after that to make use of it.

I guess I agree with Celebrim in essence, but haven't found that the experience backs the expectation.

Our party found a 2nd wooden shield (non-magical), and I toyed with wielding 2 shields, but decided that was stupid (roleplaying wise anyway). +2 longsword is nice weapon to substitute.
 

I gave it a '7' because it has gruesome potential for smackdowns.

Unless you actually build the smackdown, this feat is not overpowered. The main weakness is it is nontrivial to get more than one charge attack per combat, and even that is not guaranteed.
 

6.53 after 33 votes

------------------------------
10. None

9. None

8. Large and in Charge

7. Expert Tactician, Divine Might

6. Superior Expertise, Improved Sunder, Knock-Down, Shield Expert, Divine Shield, Improved Shield Bash(6.38,50,40174)

5. Close Quarters Fighting, Hold The Line, Pain Touch

4. Blindsight 5-foot radius, Fists of Iron, Death Blow, Lightning Fists, Mantis Leap, Monkey Grip, Power Lunge, Rapid Reload, Sharp Shooting, Zen Archery, Empower Turning(4.18,56,38151), Divine Vigor(4.61,57,37849)

3. Feign Weakness, Extra Stunning Attacks, Dual Strike, Circle Kick(3.09,56,11716), Eyes in the Back of Your Head, Off-Hand Parry, Pin Shield, Prone Attack, Remain Conscious, Divine Cleansing, Divine Vengeance, Heighten Turning(3.95,41,39213), Quicken Turning(3.47, 36, 41330)

2. Eagle Claw Attack, Improved Overrun, Dirty Fighting, Snatch Arrows

1. Divine Resisitance
 

It is interesting and fitting that all the shield feats are in the "6" category. They are all better than average and are synergistic.

Feats have to be amazingly powerful to rate a 7 or above.
 

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