The Souljourner
First Post
This is a PrC I came up with while thinking of a way to make sword and board viable for straight fighter types.
It uses as its basis several PHB II feats. It gives improved two weapon fighting abilities, but two levels after you get each iterative attacks, and they only apply if you're using a shield as your extra weapon. I think that gives the class a little additional firepower, but not too too much, especially since this class has a lot of requirements that won't let it get too twinked out by rogues etc with lots of extra dice/flat damage.
Some of the abilities of Shield Expert in particular are actually things I think should be standard in D&D rules but aren't, which is why it's a little overloaded.
I'd love to see more active abilities... I've been thinking of some kind of shield block ability a la deflect arrows, but any attack.
Anyway, let me know what you think. I know it's strong, but it's strong defense, which I think is ok.
Shield Warden
Prerequisites:
Feats: Shield Proficiency, Improved Shield Bash, Shield Specialization, Agile Shield Fighter, Shield Ward, Combat Expertise
BAB: +6
Stats:
BAB: Fighter
Saves: Good Fort, Poor Ref, Good Will
HD: d12
Skills: 2 per level, skill list as fighter
Abilities:
1st: Improved Shield Ward, Shield Expert
2nd: Improved Agile Shield Fighter, Shield Rush
3rd: Shield Focus, Improved Shield Specialization (+2)
4th: Shield Evasion
5th: Uncanny Defense
6th: Power Defense, Improved Shield Specialization (+3)
7th: Greater Agile Shield Fighter, Zone Defense
8th: Improved Shield Evasion
9th: Improved Shield Specialization (+4)
10th: Perfect Defense
Shield Expert: You add your Shield Warden level to your Fighter level (if any) when determining what feats you qualify for, so long as those feats apply to your shield.
When using Combat Expertise while you have a shield readied, you gain +2 AC for every -1 to your attack rolls instead of the usual +1.
You may fight defensively even if you are not making an attack. To do so, you must declare your intent at the beginning of your turn, the effects last until the beginning of your next turn, as usual.
If you have a shield readied, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus to AC (this does not stack with the bonus from having 5 ranks in Tumble).
If you have a shield readied, you gain a +6 dodge bonus to AC when executing the total defense standard action instead of the usual +4 dodge bonus to AC (this does not stack with the bonus from having 5 ranks in Tumble).
Improved Shield Ward: While you have a shield readied and you are not flat footed, you gain its AC bonus as a bonus to your reflex saves, up to a maximum of your class level.
Improved Agile Shield Fighter: When making a full attack and making an offhand attack with your shield, you may make an additional attack with your shield at -5 to hit.
Shield Rush: When you successfully hit with a shield bash, you may make a free bullrush attempt against that target, which does not draw an attack of opportunity. Unlike a normal bullrush, you cannot choose to follow the defender, and thus cannot push him back farther than 5 feet.
Improved Shield Specialization: At 3rd level and every 3 levels thereafter, your bonus from Shield specialization increases by +1.
Power Defense: While you have a shield readied and are fighting defensively, using total defense, or are taking at least a -2 attack penalty from combat expertise, creatures attacking you gain no benefit from the power attack feat.
Uncanny Defense: While you have a shield readied, you cannot be flanked.
Shield Focus: You count as having weapon focus and weapon specialization when attacking with any shield or shield spikes you are proficient in (these may be used as prerequisites for other feats that depend on them).
Shield Evasion: When you have a shield readied and are not flat footed, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage.
Greater Agile Shield Fighter: As Improved Agile Shield fighter, but you may make an additional attack at -10 to hit with your shield.
Zone Defense: While you have a shield readied, areas you threaten with your shield count as difficult terrain.
Improved Shield Evasion: As Shield Evasion, except that while you still take no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save.
Perfect Defense: While you have a shield readied and are fighting defensively, using total defense, or are taking at least a -2 attack penalty from combat expertise, you do not provoke attacks of opportunity for any reason.
It uses as its basis several PHB II feats. It gives improved two weapon fighting abilities, but two levels after you get each iterative attacks, and they only apply if you're using a shield as your extra weapon. I think that gives the class a little additional firepower, but not too too much, especially since this class has a lot of requirements that won't let it get too twinked out by rogues etc with lots of extra dice/flat damage.
Some of the abilities of Shield Expert in particular are actually things I think should be standard in D&D rules but aren't, which is why it's a little overloaded.
I'd love to see more active abilities... I've been thinking of some kind of shield block ability a la deflect arrows, but any attack.
Anyway, let me know what you think. I know it's strong, but it's strong defense, which I think is ok.
Shield Warden
Prerequisites:
Feats: Shield Proficiency, Improved Shield Bash, Shield Specialization, Agile Shield Fighter, Shield Ward, Combat Expertise
BAB: +6
Stats:
BAB: Fighter
Saves: Good Fort, Poor Ref, Good Will
HD: d12
Skills: 2 per level, skill list as fighter
Abilities:
1st: Improved Shield Ward, Shield Expert
2nd: Improved Agile Shield Fighter, Shield Rush
3rd: Shield Focus, Improved Shield Specialization (+2)
4th: Shield Evasion
5th: Uncanny Defense
6th: Power Defense, Improved Shield Specialization (+3)
7th: Greater Agile Shield Fighter, Zone Defense
8th: Improved Shield Evasion
9th: Improved Shield Specialization (+4)
10th: Perfect Defense
Shield Expert: You add your Shield Warden level to your Fighter level (if any) when determining what feats you qualify for, so long as those feats apply to your shield.
When using Combat Expertise while you have a shield readied, you gain +2 AC for every -1 to your attack rolls instead of the usual +1.
You may fight defensively even if you are not making an attack. To do so, you must declare your intent at the beginning of your turn, the effects last until the beginning of your next turn, as usual.
If you have a shield readied, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus to AC (this does not stack with the bonus from having 5 ranks in Tumble).
If you have a shield readied, you gain a +6 dodge bonus to AC when executing the total defense standard action instead of the usual +4 dodge bonus to AC (this does not stack with the bonus from having 5 ranks in Tumble).
Improved Shield Ward: While you have a shield readied and you are not flat footed, you gain its AC bonus as a bonus to your reflex saves, up to a maximum of your class level.
Improved Agile Shield Fighter: When making a full attack and making an offhand attack with your shield, you may make an additional attack with your shield at -5 to hit.
Shield Rush: When you successfully hit with a shield bash, you may make a free bullrush attempt against that target, which does not draw an attack of opportunity. Unlike a normal bullrush, you cannot choose to follow the defender, and thus cannot push him back farther than 5 feet.
Improved Shield Specialization: At 3rd level and every 3 levels thereafter, your bonus from Shield specialization increases by +1.
Power Defense: While you have a shield readied and are fighting defensively, using total defense, or are taking at least a -2 attack penalty from combat expertise, creatures attacking you gain no benefit from the power attack feat.
Uncanny Defense: While you have a shield readied, you cannot be flanked.
Shield Focus: You count as having weapon focus and weapon specialization when attacking with any shield or shield spikes you are proficient in (these may be used as prerequisites for other feats that depend on them).
Shield Evasion: When you have a shield readied and are not flat footed, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage.
Greater Agile Shield Fighter: As Improved Agile Shield fighter, but you may make an additional attack at -10 to hit with your shield.
Zone Defense: While you have a shield readied, areas you threaten with your shield count as difficult terrain.
Improved Shield Evasion: As Shield Evasion, except that while you still take no damage on a successful Reflex saving throw against attacks henceforth you take only half damage on a failed save.
Perfect Defense: While you have a shield readied and are fighting defensively, using total defense, or are taking at least a -2 attack penalty from combat expertise, you do not provoke attacks of opportunity for any reason.