| Post/Author/DateTime | Post |
|---|---|
| CryoSilver06-15-07, 11:13 AM | I like tower shields, and I find them very valuable in terms of flavor for dwarven defenders and the like. However, I think they do with some improvement, since they're really sub-optimal compared to a heavy shield in most cases. To that end, I have designed these feats: Sheltering Shield (general, fighter) You can shield yourself and others from harm with your massive shield Benefit: When you use your tower shield to gain cover, one adjacent ally may also elect to gain cover as though he were using the shield as a swift action. If either of you moves, your ally loses the benefit of cover, though if he is still adjacent, he may regain cover on his turn. Normal: You can only protect yourself. Tower Shield Bash (general, fighter) You can use your tower shield as a weapon Prereqs: Improved Shield Bash, Str 16+, BAB 4+ Benefit: You may bash with your tower shield for 1d6 damage Normal: Tower shields cannot be used to bash Tower Shield Hammer (general, fighter) You can use your tower shields to smash foes to the ground Prereqs: Improved Shield Bash, Tower Shield Bash, Str 16+, BAB 6+ Benefit: You may use your tower shield to trip enemies. You must use your Strength modifier on this check (you cannot use your Dexterity modifer). You gain a +2 bonus on your check. If you fail, your opponent may attempt to trip you back, unlike many tripping weapons (since you can't drop the shield). Normal: Tower shields aren't tripping weapons Tower Shield Charge (general, fighter) You can ram your opponent with your tower shield Prereqs: Improved Shield Bash, Tower Shield Bash, Tower Shield Hammer, Str 16+, BAB 8+ Benefit: If you charge an enemy and make a shield bash attack at the end of your charge, you may also make a trip attack as with Tower Shield Hammer and gain a further +2 bonus on your Strength check from your momentum. Normal: You can only make one attack or attack action at the end of a charge Tower Shield Bull Rush (general, fighter) You can smash into your foe with your shield and push him back Prereqs: Improved Shield Bash, Tower Shield Bash, Tower Shield Hammer, Str 16+, BAB 8+ Benefit: If you charge an enemy, you may make a bull rush attempt instead of a regular attack. You gain a +2 bonus on this check and your opponent does not get to make an attack of opportunity against you. Tower Shield Juggernaut (general, fighter) You can charge madly across the battlefield, knocking over everyone in your path. Prereqs: Improved Overrun, Improved Shield Bash, Power Attack, Tower Shield Bash, Tower Shield Charge or Bull Rush, Tower Shield Hammer, Str 16+, BAB 14+ Benefit: When charging an enemy to use Tower Shield Charge or Tower Shield Bull Rush, you may pass through squares occupied by other creatures, provided you succeed at an overrun attempt against each foe in your path. You take a cumulative -2 penalty on each overrun attempt after the first and this penalty also applies to your final trip or bull rush check against the target of your charge. If you fail to overrun an enemy, you stop moving in the square you last occupied before entering your enemy's square and you may take any actions you might have left as though you had completed your charge (probably none or only swift/immediate/free actions, since charging is a full round action). I know that Tower Shield Juggernaut is very powerful, but notice that it has 7 prerequiste feats. Of the core classes, only the fighter is capable of getting this feat pre-epic without multiclassing. The psychic warrior can get it, but only at very high levels (BAB requirement). The warblade can also get it, but it would probably be of minimal value, since several manuvers have similar effects anyway. Also note that unless the shield is the only weapon, TWF penalties apply, requiring ANOTHER feat to counteract, unless the penalties are acceptable, which they probably aren't, since tower shields already have their own -2 penalty to hit. That essentially brings it up to 8 prerequisite feats... |
| CryoSilver06-18-07, 03:14 PM | :bump: |
| Spellfire_junkie06-18-07, 08:32 PM | I like it. My only comment for critique is that in my campaign, I give a +4 circumstance bonus to bull rushing with a tower shield since essentially, you are running at them with a heavy door strapped to your arm. But, that may seem too generous for some folk. |
| NobodyRemembersThis06-18-07, 11:27 PM | The first ability is problematic Cryosilver, as you would be giving total cover to another ally - and he would not be a legal target for target spells, unlike the tower shield wield. That's total cover in all directions :blink: Don't forget that a character already gets the benefit of cover from attacks going through the tower shield wielders square. More is kind of overkill. |
| CryoSilver06-19-07, 11:33 AM | I see your point. Maybe an AC bonus instead of cover? Consider this revision: Sheltering Shield (general, fighter) You can shield yourself and others from harm with your massive shield Benefit: When you use your tower shield to gain cover, an adjacent ally may also gain protection behind your shield as a swift action. He gains a +4 shield bonus, but takes a -2 to attack rolls as the large shield interferes with his aim. If you or your ally move, he loses the shield bonus, but may regain it as a swift action if he still qualifies. Normal: You can only protect yourself. I feel that with all these new sourcebooks coming up with new uses for swift actions, it's enough of a cost to justify gaining a shield bonus. If you disagree, it can be bumped down to a +2, but this is a very situational feat. Also, a couple new feats: Disciplined Phalanx (general, fighter) You and your battle line act as a single, cohesive engine of destruction. Prereqs: BAB +1 Benefit: This feat is useless without allies that also have it. However, when standing in a straight line (a line can be diagonal) with allies (minimum three) that also have this feat, you gain a +2 bonus to AC, and you can all act on the highest initiative count of any member of the line. Improved Disciplined Phalanx (general, fighter) Your abilities as a unit have increased, and you now fight more effectively. Prereqs: Disciplined Phalanx, BAB 4+ Benefit: When fighting in a line (as above) of allies that have at least Disciplined Phalanx (they need not have the Improved feat), you gain a +2 bonus on attacks and damage, as well as a +4 bonus on saves and checks to avoid effects that would break the line (bull rush, telekinesis, etc). Bristling Shield Wall (general, fighter) Your battle line is akin to an advancing wall of death. Prereqs: (Improved) Disciplined Phalanx, BAB 6+ Benefit: If all members of your line (as abaove) are using tower shield and some form of polearm and have Disciplined Phalanx, you gain a cover automatically (though you can still be targeted as normal for shield-granted cover) and may attack adjacent squares even if you normally could not with your weapon. Other suggested feats for a Phalanx: Hold the Line, Improved Bull Rush (to push the line forward), Phalanx Fighting |