Shield Master Prestige Class

Mr. Gnome

First Post
Hey, all. I've recently created a new prestige class, and I was wondering if I could get some input (is it too powerful, not powerful enough, that sort of thing). Anyway, thanks in advance:

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 Weapon Damage, Improved Bull Rush
2nd..+2...+3....+0...+0....Off-hand Expert
3rd..+3...+3....+1...+1....Superior Weapon Focus
4th..+4...+4....+1...+1....Greater Shield Defense +1
5th..+5...+4....+1...+1....Superior Weapon Specialization
6th..+6...+5....+2...+2....Great Shield Parry, Off-hand Master
7th..+7...+5....+2...+2....Superior Shield Charge
8th..+8...+6....+2...+2....Greater Shield Defense +2
9th..+9...+6....+3...+3....Shield Knock-Down
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 Weapon 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.

Improved Bull Rush: The Shield Master gains the Improved Bull Rush feat.

Off-hand Expert: The Shield Master may fight with a shield and another weapon as if he had the feats Ambidexterity and Two-Weapon Fighting, even if he doesn't meet the prerequisite dexterity score.

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 his shield increases by +1 at 4th level, and by another +1 at 8th level.

Superior Weapon 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.

Off-hand Master: The Shield Master gains the Improved Two-Weapon Fighting feat as long as he is fighting with his shield.

Superior Shield Charge: The Shield Master deals triple damage on a charge attack when attacking with his shield, as opposed to double.

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.

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 may only use this ability if he has an unused attack of opportunity for the round, which is used up in the deflection attempt.
 

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I like the class. I thought it was well-balanced. I would like to suggest one of the thoughts that I always had in regards to a "shield master"-type character...using two shields! I always thought it might be neat to get the defensive bonuses from both shields, but costing the character offense. What do you think of this? Any way to incorporate it...perhaps by dialing down the offensive abilities just a tad bit? Or do you think that it would be unnecessary?
 

Allrighty, then. I was talking with one of the people I game with about this prestige class, and he had a few concerns with it. Basically he felt that the Shield Charge ability was overpowered for the level you get it at, and that the Supreme Shield Mastery was too overpowered, especially with the high AC you can get with the class. That and he said I should clarify the improved damage thing to scale with size (which is what I intended, but should have stated explicitly).

Personally, I don't think the shield charge is too powerful. Although I could just raise it in level to be on the safe side. As for supreme shield mastery, this is the ability that people seem to have the most problems with in general (I posted it on a different messageboard previously), so I don't really have too much of a problem getting rid of it. Unless of course, I could find a modified version that is balanced.

And as for the damage thing...yes, I thought about it. Yes, I knew I should have posted it. But I was being lazy.

So, anyway, here's a potential revised Shield Fighter 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 Weapon Damage, Improved Bull Rush
2nd..+2....+3....+0....+0....Off-hand Expert
3rd..+3....+3....+1....+1....Superior Weapon Focus
4th..+4....+4....+1....+1....Greater Shield Defense +1
5th..+5....+4....+1....+1....Superior Weapon Specialization
6th..+6....+5....+2....+2....Great Shield Parry, Off-hand Master
7th..+7....+5....+2....+2....Shield Knock-Down
8th..+8....+6....+2....+2....Greater Shield Defense +2
9th..+9....+6....+3....+3....
10th.+10...+7....+3....+3....Supreme Shield Charge


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 Weapon 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.

Off-hand Expert: The Shield Master may fight with a shield and another weapon as if he had the feats Ambidexterity and Two-Weapon Fighting, even if he doesn't meet the prerequisite dexterity score.

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 his shield increases by +1 at 4th level, and by another +1 at 8th level.

Superior Weapon 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.

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.

Off-hand Master: The Shield Master gains the Improved Two-Weapon Fighting feat as long as he is fighting with his shield.

Supreme Shield Charge: The Shield Master deals triple damage on a charge attack when attacking with his shield, as opposed to double.


The one problem I have with this version is that while I think the 10th level ability is good, it doesn't have that "wow" factor that I'd like to see in a 10th level ability.

Oh, yeah, and one other thing. Do you think it would be too powerful if I switched the greater shield defense bonus to granting a +1 bonus at levels 3, 6, and 9? Or do you think it's fine as is?

Oh, and perivas, there are two reasons why the class doesn't have the two shield ability. The main one is that when I asked my DM last week if I could wield two shields (more to see what he'd say than to actually do it), his reply was something along the lines of "Yes, but I would apply ridiculous penalties to such a ridiculous concept." So in other words, there's no way I'd get that approved in my group.

The other reason is balance. Let's say your character is level...oh...12. Assuming your group gets equipment at the roughly the same rate as suggested on table 2-24 in the DMG, you'd have 88,000 gp to spend. You could easily purchase 2 +5 large shields (25,000 each) and a +5 fullplate (25,000 gp), and still have money to spare to buy miscelaneous other stuff. So you'd get a +7 armor bonus per shield, and a +8 armor bonus from the full plate. So at level 12, you'd have an armor bonus of 32, and that's without a dex modifier, haste, deflection bonus, expertise, or any other wacky stuff. Plus you'd be able to attack with both shields too. Even if you restricted to a large shield and a small shield, that would only bring the AC down by 1. So in short, there'd be balance problems. Not impossible to overcome, but it's not something I really want to bother with at this time.
 

I love the class, and I'd personally perfer that you kept it as the original, first-posted version.

Shield charge too good? "Shield to the Head!" I say to that!

ANyways, really I don't see a problem with the stuff in this class. It's mostly defensive, and if I were to cut anything against my will, I would take out offensive stuff and leave in any great defensive stuff.
 


Okay, I think I've figured out what I'm going to do. I'm just going to say that the first version (plus the character size clarification in the second) is the "official" version of the class, since most people seem to think it's better and balanced and whatnot, but show my DM both of them and let him decide which one I can use.

Although, to be honest, since my character who would take the class (1st lvl cleric/5th fighter/5th Holy Liberator) is currently at 11th level, and since we game weekly and our campaign is scheduled to be over by the end of the school year, I'll probably end up reaching 16th level at the very most, so it really doesn't matter for my character, at least, what the highest level abilites are.
 

My 2 bits, even if they are a bit late.

I like the concept, and the class seems to have definite possibilities. There are, however, a couple of issues you might want to consider.

First of all, the prerequisites for this class pretty much guarantee that only fighters will take it, due to the large number (four) of feats required. If you would like to make it more open to other classes, as the flavor text made me think, you might consider dropping one or two feats from (probably dropping Power Attack first), and add a skill requirement.

Assuming that the people taking this class will almost be fighters, then, I believe the class is definetally on the high powered side of things. Consider this: by taking this class for levels ten to twenty, a fighter gives up five feats. In return, however, they gain six free feats (Improved Bull Rush, Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Knock-Down, and Improved Trip) even if they don't meet the prerequisites for them. After these feats, there are still other bonuses gained. If you are playing in a high-powered campaign, this class might be okay, but in a normal level game, I think it is too much.

That being said, I offer these ideas to tone it down, if it is so desired. One consideration might be to drop all the free feats, keep just the other parts of it that you feel are vital, and try and turn it into a 5 level class. Alternatively, cut out most of the free feats (I would start with the Two-Weapon chain, as they seem both the least related to the class, as well as the most overpowering). If you feel that after that, the class doesn't have enough going for it, try giving them either good reflex save, or more skill points. These would not be as unbalancing since they do not add directly to the classes important skills, but they keep it well rounded. As a final alternative, if you like the class abilities as they are, a really good way to balance it out would be to lower the hit die (probably to a d8, but maybe a d6). I think this would be especially good at throwing in RP flavor to the class, as it makes the player extremely reliant upon his shield to cover him from taking damage.
 
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I like the class idea as well, however I agree with some of the other people here in that I prefer a "Specialist" PrC to be in the 5 level range. Personally I would drop some of the free feats, especially the 2 Weapon styles from the class. You dont need this to be a Shield Master. If you DO want it, make the PC spend their normal feats or feats from Fighter to get it. This is basically what I would do with it.

Lvl..BAB..Fort..Ref..Will..Special
1st..+1...+2....+0...+0....Improved Weapon Damage (Rename to "Improved Shield Damage"), Superior Weapon Focus
2nd..+2...+3....+0...+0....Greater Shield Defense +1
3rd..+3...+3....+1...+1...., Superior Weapon Specialization (Rename to "Superior Shield Specialization"), Great Shield Parry
4th..+4...+4....+1...+1....Superior Shield Charge
5th..+5...+4....+1...+1....Shield Knock-Down, Supreme Shield Mastery

As for Supreme Shield Mastery I think what you did was fine. Since you are basically making an advanced Parry, here is an the "Parry" feat from Swashbuckling Adventures modified for Shields instead of Sword or Dagger.

Parry: Once per round when you would normally be hit by a melee attack, you may make an attack roll against an AC equal to the opponent's attack roll to deflect the attack with your shield. You must be aware of the attack and not flat-footed. Using your feat does not count as an action.
 

Deset Gled,

Deset Gled said:
My 2 bits, even if they are a bit late.

Nah, you're not too late. Nothing's really set in stone yet, and I can still tweak the class if need be.

First of all, the prerequisites for this class pretty much guarantee that only fighters will take it, due to the large number (four) of feats required. If you would like to make it more open to other classes, as the flavor text made me think, you might consider dropping one or two feats from (probably dropping Power Attack first), and add a skill requirement.

The reason there are so many feats (5 actually--you counted wrong), is twofold. One, I based the class somewhat on similar weapon-oriented premade WoTC classes out of Sword & Fist, partly for inspiration, partly for balance. The classes I looked at were Weapon Master, Order of the Bow Initiate, Master of Chains, Lasher, and Duelist, since they were the classes that most felt like the type of class I wanted. Other than the lasher, those classes all had lots of feat prereqs (6,5,6,2, and 4, respectively). And while I disagree with WoTC's choice of making weapon specilization a prereq for two of those (Order of Bow and Master of Chains), I figured that since my class was a similar fighter type, weapon oriented class, having lots of feat prereqs for it probably fit and helped balance things.

So, yes, you would have to have at least one level of fighter to take my class before level 9 if you were human (later otherwise). But, on the other hand, it does help emphasize that this is a fighter-like class--emphasizing feats, and getting lots of abilities to help one weapon, so I figured it was okay. But I don't think I would necessarily see anything wrong balance-wise with removing a feat.

The second reason for all the feats was that if you're planning on being a shield fighter without the benefit of a prestige class, those are the feats you'd take. You'd want Weapon Focus, since..well..you're focusing on a weapon (duh). You'd definately need Shield Expert, which allows you to use your shield as a weapon while still using it defensively (the underlying premise of the class as a whole, actually). And then there's the Power Attack-Improved Shield Bash-Shield Charge feat chain. I figure this is the pinnacle of shield wielding any character can get to without extra, specialized training and practice (the prestige class). I actually see it as being very similar to how the Weapon Master requires Whirlwind Attack as a prereq--it's the pinnacle of attacking with one weapon allowed using feats alone.

So, yeah, I view the class as being something you're going to need to devote your character to in order to enter, but the results will be worth it. So unless the character is willing to devote himself to intense study with his weapon (either through a couple of fighter levels, or just a lot of normal levels), he shouldn't be able to get into the class.

Of course, I could just drop some of the feats from the prereq. list, and add them to the gained class abilities, but I don't really know about that... And as for dropping Power Attack, I couldn't do that without dropping both Improved Shield Bash and Shield Charge, since it's a prereq. for that whole chain. So if anything would be dropped, it'd be the charge ability.

As for the skill requirement thing... there really isn't *any* skill that this class relies on. The only possible requirement I could think of would be craft (armorsmithing), but I want the character to be able to fight with shields, not know how to make them.

Gah, that was a lot of words. Anyhow, on with the show.

Assuming that the people taking this class will almost be fighters, then, I believe the class is definetally on the high powered side of things. Consider this: by taking this class for levels ten to twenty, a fighter gives up five feats. In return, however, they gain six free feats (Improved Bull Rush, Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Knock-Down, and Improved Trip) even if they don't meet the prerequisites for them. After these feats, there are still other bonuses gained. If you are playing in a high-powered campaign, this class might be okay, but in a normal level game, I think it is too much.

Again, your counting is a bit off. They only gain 5 free feats (They don't get Improved Trip, just Knockdown). But you might very well be right about the class getting too much stuff.

That being said, I offer these ideas to tone it down, if it is so desired. One consideration might be to drop all the free feats, keep just the other parts of it that you feel are vital, and try and turn it into a 5 level class. Alternatively, cut out most of the free feats (I would start with the Two-Weapon chain, as they seem both the least related to the class, as well as the most overpowering). If you feel that after that, the class doesn't have enough going for it, try giving them either good reflex save, or more skill points. These would not be as unbalancing since they do not add directly to the classes important skills, but they keep it well rounded. As a final alternative, if you like the class abilities as they are, a really good way to balance it out would be to lower the hit die (probably to a d8, but maybe a d6). I think this would be especially good at throwing in RP flavor to the class, as it makes the player extremely reliant upon his shield to cover him from taking damage.

Yeah, I guess I'd agree that the twf feats are the most powerful and least related, so if anything should go, it should probably be them. As far as giving it a good reflex save or more skill points, that's something I wouldn't do. I don't see this class as being particularily nimble (picture full-plate tin-can warrior who's main saving grace is supreme shield skill), nor do I see it skill oriented (I mean, it's totally a combat oriented class that probably can't tumble, so there isn't much left).

As for the hit die decrease...I could do it, but I see the class being very fighter-like toughness-wise. But if needed for balance reasons, I'd consider it.

Originally posted by Khaalis
I like the class idea as well, however I agree with some of the other people here in that I prefer a "Specialist" PrC to be in the 5 level range. Personally I would drop some of the free feats, especially the 2 Weapon styles from the class. You dont need this to be a Shield Master. If you DO want it, make the PC spend their normal feats or feats from Fighter to get it. This is basically what I would do with it.

Lvl..BAB..Fort..Ref..Will..Special
1st..+1...+2....+0...+0....Improved Weapon Damage (Rename to "Improved Shield Damage"), Superior Weapon Focus
2nd..+2...+3....+0...+0....Greater Shield Defense +1
3rd..+3...+3....+1...+1...., Superior Weapon Specialization (Rename to "Superior Shield Specialization"), Great Shield Parry
4th..+4...+4....+1...+1....Superior Shield Charge
5th..+5...+4....+1...+1....Shield Knock-Down, Supreme Shield Mastery

Yeah, upon reflection, I do think that the 2 weapon feats are probably not necessary, and are some of the more powerful abilities granted by the class.

As far as the 5-level-range idea, my main problem with that version is that you have the potential to get a whole bunch of good abilities in a very short span, and thus probably has to be balanced with a high (probably +8 to +10) BAB requirement. A class like this is probably more interesting play-wise if you can start taking it at, say, sixth level, and just gain the abilities over a more spread out period of time. Plus with your version you get all the best abilities of my class condensed even more, so you're gaining that much more ability-wise for your dollar--as opposed to a fighter--than you would with the spread out version.

On the other hand, your version does allow you to just spend a relatively small (as compared to the 10 level version) part of your adventuring career becoming el-shield-master-supremo, freeing up the rest for gaining expertise in your less-ability-driven-more-flavor-driven classes, such as ranger or holy liberator or he-who-smiteth-his-enemies-with-great-predjudice-in-a-cool-background-oriented-way-class.

And honestly, the five level would help out my current character a lot more since he's already level 11, but I'm trying to make this class balanced so similar characters would want to take it, not necessarily for my own character's benefit.

As far as your new ability names, I do think I will adopt them, though. I just sort of spewed whatever names came to mind when I wrote the class, caring more about what the abilities did than what they were called. Although I have to admit in retrospect that the names weren't too bad.

As for Supreme Shield Mastery I think what you did was fine. Since you are basically making an advanced Parry, here is an the "Parry" feat from Swashbuckling Adventures[/U} modified for Shields instead of Sword or Dagger.

Parry: Once per round when you would normally be hit by a melee attack, you may make an attack roll against an AC equal to the opponent's attack roll to deflect the attack with your shield. You must be aware of the attack and not flat-footed. Using your feat does not count as an action.


Now that I see it, I'm going to adopt at least some of the wording of that feat. Especially the "must be aware of the attack and not flat-footed," since that is what I intended anyway.

Originally posted by the raven
Nevermore
 
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Hey, nice prestige class, i did notice one thing you might want to change in it however. In the requirements you said they need the sheild proficiency feat. You may want to change this to the characters just have to be proficient with sheilds. This is just so some classes, like fighter, who are already proficient with sheilds dont have to waste a feat, while other classes that arent proficient with sheilds have to spend a feat to get it. Just a suggestion, real nice work otherwise.
 

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