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*Pathfinder & Starfinder
Shield Master Prestige Class
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<blockquote data-quote="Deset Gled" data-source="post: 739008" data-attributes="member: 7808"><p><strong>My 2 bits, even if they are a bit late.</strong></p><p></p><p>I like the concept, and the class seems to have definite possibilities. There are, however, a couple of issues you might want to consider.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 739008, member: 7808"] [b]My 2 bits, even if they are a bit late.[/b] 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. [/QUOTE]
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