Well, I've showed my potential classes to my DM, and he said I could use the 3rd one (the one without the off-hand expert). And actually, the more I think about it, the more I think that that's probably the best version of the class--not as overloaded with feats as the other ones, but still a good, solid class that keeps the abilities that fit the class and ditches the ones that didn't really (the off-hand feats). Plus you get a new ability (or defense increase) at each level, so at least it has the illusion of giving you something new at each level (even if the defense increases aren't that great). Plus is does increase the total defense bonus you get to +3--I didn't really think that getting +2 AC over 10 levels was that great of a thing. Plus, I like the knock-down ability at 4th level--I didn't really like the idea of saving something that you could easily get with a feat for a 9th level ability. So, yeah, all in all, I think that's the best version of the class.
I actually like the synergy of the class abilities that is there--charging with the shield for extra damage, then using Improved Shield Bash from DoTF to potentially knock the opponent back 5 feet and Knockdown to have them potentially fall prone. So the charater charges at his opponent, the sheer power of his attack causing his opponent to fly backwards through the air and fall to the ground. So if nothing else, it's a nice visual...
So, unless someone can think of something blatant that I'm missing, here's the final version of my class:
Shield Master
Most see the shield as an good defensive tool. Some see it as a decent offensive tool, complementing the wielder's main weapon. But to the Shield Master, the shield *is* the main weapon--a weapon capable of inflicting great damage while simultaneously protecting the wielder from harm.
Shield Masters are most often fighters, who have the easiest time acquiring the large number of feats necessary to enter the class, but other classes can gain much from the class as well. Barbarians and Rangers can have much to gain from the art of defensive offense, using the shield to bolster their already good combat prowess. Rogues and Bards may find the defensive and offensive powers this class provides a useful way to increase their combat abilities. Druids occasionally become Shield Masters, although they are limited to using wooden shields. Monks rarely become shield masters due to the fact that using armor of any kind (including shields) tends to negate most of their abilities. Sorcerer and Wizard Shield Masters are rare, since becoming a Shield Master means devoting a good deal of time and effort--time and effort that most would prefer to use to increase their arcane powers. The most powerful Shield Masters, however, tend to be those Paladins and Clerics who learn to channel divine energy through their shields, turning their shields into most formidable weapons indeed.
Hit Die: d10
Requirements:
To qualify to become a Shield Master, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Feats: Shield Proficiency,
Martial Weapon Proficiency (shield),
Weapon Focus (large shield or small shield),
Power Attack,
Improved Shield Bash (from Defenders of the Faith),
Shield Charge (from Defenders of the Faith),
Shield Expert (from Sword & Fist),
Special: The Shield Master must own a masterwork large or small shield.
Class Skills:
The Shield Master's class skills (and the key ability for each skill) are Craft (int), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), and Spot (Wis)
Skill points at each level: 2 + Int modifier
Table: The Shield Master
Lvl...BAB...Fort..Ref...Will..Special
1st...+1....+2....+0....+0....Improved Shield Damage, Improved Bull Rush
2nd...+2....+3....+0....+0....Superior Weapon Focus
3rd...+3....+3....+1....+1....Greater Shield Defense +1
4th...+4....+4....+1....+1....Shield Knock-Down
5th...+5....+4....+1....+1....Shield Specialization
6th...+6....+5....+2....+2....Greater Shield Defense +2
7th...+7....+5....+2....+2....Great Shield Parry
8th...+8....+6....+2....+2....Superior Shield Charge
9th...+9....+6....+3....+3....Greater Shield Defense +3
10th..+10...+7....+3....+3....Supreme Shield Mastery
Class Features:
Weapon and Armor Proficiency: The Shield Master is proficient with all simple and martial weapons, and with all armor and with shields.
Improved Shield Damage: The Shield Master deals more damage with the shield, doing 1d8 damage with a large shield or 1d6 damage with a small shield. A small character deals 1d6 damage with a large shield or 1d4 damage with a small shield. For creatures larger than medium or smaller than small, use the standard weapon damage scaling rules (in the DMG or on table 5-1 in Savage Species).
Improved Bull Rush: The Shield Master gains the Improved Bull Rush feat.
Superior Weapon Focus: Stacking on top of any existing Weapon Focus bonus, this ability grants a Shield Master an additional +1 to attack rolls with a shield.
Greater Shield Defense: The Shield Master's armor bonus gained from wielding a shield increases by +1 at 3th, 6th, and 9th level.
Shield Knock-Down: The Shield Master gains the Knock-Down feat (from Sword & Fist) when attacking with a shield, even if he doesn't possess Improved Trip or the prerequisite strength bonus. Also, if he fails his trip attempt, the Shield Master may not be tripped in response.
Shield Specialization: The Shield Master gains a +2 damage bonus with shields. This bonus stacks with the Weapon Specialization feat.
Great Shield Parry: If the Shield Master chooses to fight defensively or use all-out defense in melee combat, he gains an additional +1 armor bonus to her AC for each class level of Shield Master he has advanced. This is an extraordinary ability.
Superior Shield Charge: The Shield Master deals triple damage on a charge attack when attacking with his shield, as opposed to double.
Supreme Shield Mastery: Once per round when the Shield Master is attacked with a melee weapon attack (including unarmed attacks, but excluding touch attacks) and would be hit in combat, he may attempt to deflect that attack. The Shield Master makes an attack roll with his shield, and if his result beats the attack roll of his attacker, he deflects the attack and takes no damage from it. The Shield Master must be aware of the attack and not flat-footed. The Shield Master may only use this ability if he has an unused attack of opportunity for the round, which is used up in the deflection attempt.