Shield Fighter (3.5e Class)

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Shield Fighter[edit]

A perfect combination of massive amounts of armor, and attack, that is the shield fighter's specialty. There are 3 paths to take, throwing, bash, and multi shield.

Making a Shield Fighter[edit]

They are great at defense, and can use thier shields to attack. generally they serve as either a front line attack person, or defending someone.

Abilities: Strength is the most needed attribute, Constitution if you want alot of health, and Dexterity for throwing style, multi shield style, or tumble checks.

Races: any race.

Alignment: any.

Starting Gold: same as fighter .

Starting Age: as fighter.

Table: The Shield Fighter

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Shield Bash, Uncanny Dodge
2nd +2 +3 +3 +0 Shield Focus, Shield Expertise
3rd +3 +3 +3 +1 Block Projectile
4th +4 +4 +4 +1 Choose Path, Shield Specialization
5th +5 +4 +4 +1 Weapon Focus (Shield)
6th +6/1 +5 +5 +2 Quick Draw (Shield), Improved Critical (Shield)
7th +7/2 +5 +5 +2 Blunt Trauma, Improved Uncanny Dodge
8th +8/3 +6 +6 +2 2nd Path Ability, Greater Shield Focus
9th +9/4 +6 +6 +3 Shield Ward
10th +10/5 +7 +7 +3 Fast Movement 10
11th +11/6/1 +7 +7 +3 Shield Expert
12th +12/7/2 +8 +8 +4 3rd Path Ability, Greater Shield Specialization
13th +13/8/3 +8 +8 +4 Brutal 1
14th +14/9/4 +9 +9 +4 Ultra Shield Proficiency
15th +15/10/5 +9 +9 +5 Great Shield Knowledge
16th +16/11/6/1 +10 +10 +5 4th Path Ability, Melee Weapon Mastery (Bludgeoning)
17th +17/12/7/2 +10 +10 +5 Great Block
18th +18/13/8/3 +11 +11 +6 Improved Shield Ward
19th +19/14/9/4 +11 +11 +6 Brutal 2
20th +20/15/10/5 +12 +12 +6 Final Path Ability, Superior Training

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (dex), Climb (str), Craft (int), Diplomacy (Cha), Intimidate (cha), Jump (str), Listen (wis), Ride (dex), Search (int), Sense motive (wis), Spot (wis), Tumble (dex).

Class Features[edit]

All of the following are class features of the Shield Fighter.

Weapon and Armor Proficiency: Proficiency with Shields (except tower shields), light armors, medium armor, heavy armor, and simple weapons.

Shield Bash: At level 1 a Shield Fighter gains the Improved Shield Bash as a bonus feat.

Uncanny Dodge (Ex): At level 1 a shield fighter has Uncanny Dodge.

Block Projectile: At level 3, a Shield fighter may block projectiles per round equal to his Dex mod as long as he has a shield equipped.

Shield Focus: At level 5 a Shield Fighter gains Shield Focus +1 AC and attack rolls for shield bash with a chosen type of shield. A Shield fighter may retrain for 8 hours to change the type of shield he is focused to.

Blunt Trauma (Sp): At 7th level, a Shield Fighter's shields are always considered having shield spikes and will not gain further benefit from stacking this with actual shield spikes, Shield Fighters also do x1.5 str damage with shields/shield bash.

Shield Ward: At Shield Fighter level 9, enemies now take 1-1.5 times their Str mod when they attack the Shield Fighter based on using the weapon in 2 hands, Damage Reduction cannot apply to this damage.

Shield Expert: Starting at level 11, a Shield Fighter gets a +2 bonus to AC for every shield equipped.

Ultra shield proficiency: At 14, a Shield Fighter may now ignore the armor check penalty from using shields.

Brutal 1 and 2: At level 13 and level 19, A Shield fighter can make Brutal attacks. Brutal attacks can re-roll damage upon the specified number or lower.

Great Block (Su): A Shield Fighter at 17th level, once per day, can negate a single attack per shield, the Shield Fighter must know the attack was coming. (This even negates a natural 20).

Improved Shield ward (Su): At Shield Fighter level 18, enemies now take 2-2.5 times their Str mod when they attack the Shield Fighter based on using the weapon in 2 hands.

Choose Path: There are several paths a Shield fighter can take, Shield Sling and Great bash, and Multi-shield. As a Shield fighter levels up they gain more powerful abilities. Alternatively they may choose to start a new path and gain that ability any time they gain a new path ability.

Shield sling: It grants the shield fighter the shield sling feat as a bonus feat

Great bash: A shield fighter does more damage with a shield bash, treating his shield as one size catagory larger for determining damage.

Multishield: A Shield Fighter gains the 2 weapon fighting feat for using shields and stacks the shield bonuses

Path 2nd Ability: The path you have chosen gets better

Far sling: (for Shield sling path) You are treated as having the far shot feat when using shields as ranged weapons

Greater bash: (for Bash path)A shield fighter does even more damage with a shield bash, treating his shield as two size catagories larger for determining damage

Multishield: A Shield Fighter gains the improved 2 weapon fighting, and 2 weapon defense feats for using shields

Path 3rd Ability: The path you have chosen gets even better

Shield bounce: (for Shield sling path) you may make a full round attack against a group of enemy's. Make an attack roll against an opponent, if successful you make make another attack at your next highest bonus on another enemy within the shields range. If that one hits you can continue up to the maximum number of attacks you can make in a round. total distance can not exceed the shields maximum throwable distance

Shield Ram: (for Bash path) if you make a bull rush you are treated as having improved bull rush, and you can knock opponents prone (reflex save DC 1/2 HD+damage dealt) you deal damage as if you made a charge attack.

Multishield: A Shield Fighter gains the greater 2 weapon fighting feat for using shields

Path 4th Ability: The path you have chosen gets even better

Shield Stun: (Sling) A Shield fighter can decair a stunning attack. This is identical to the monks stunning fist ability except can only be used with a shield. can be used ranged, but only up to 30 ft away.

Powerful Build: (Bash) A Shield fighter gains the powerful build special ability

Multishield: A Shield Fighter gains the perfect 2 weapon fighting and improved 2 weapon defense feats for using shields

Final Path Ability:

Soaring Shield: (shield sling path) as a standard action using the moon shield you may throw it and make a single attack against all opponents within one range increment, the shield can only travel it's range increment in this attack before it returns to you.

Shield Juggernaught: (great bash path) while using the Armadillo ball you can trample over opponents and break through inanimate objects (long as you deal enough damage), You need to be moving at a speed of at least 40 ft to use this attack. Trample is based off the character's weight (include the wieght of the armadillo in calculation) 2d6 per 100 pounds

Multishield: all dual wielding penalties are now 0 and u can block 1 additional attack with great block

Great shield knowledge: Based on your path you gain knowledge of a great shield

Moon Shield: (for Shield sling path) this small disk which is roughly 1 1/2 feet across shines like the moon, it shines in any darkness, the shield is treated as having returning on it AC: +4 (not including the +2 from class) damage: 1d10 20/x3 range: 60ft weight: 2 lb

Twin shields of frenzy (for multishield class) these 2 shields have a damage of 1d8 18/20 x3 and an AC of 2 each. these shields are so versatile that they are considered under the effect of speed

Armadillo: (for great bash path) more of a set of interlocking shields and armor, you can curl into an airtight ball. There is enough air for the creature to survive for an hour. If you subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to the character. You can roll up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed by 15ft, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.) You can not make normal attacks while in the ball, though you can still make bull rush and Overrun attempts. Alternatively you may make a charge attack and shield bash. The armor takes up Body, Arm, Hand, Head, Feet and both weapon slots, however the pieces may be enchanted as gauntlets, bracers, boots, helms, weapons and shields respectively.

Armadillo Armor [Medium]
Maximum Dex Bonus: +3
Armor Check Penalty: –5
Arcane Spell Failure Chance: 30%
Hardness: 10
Size Cost Armor
Weight Hit
Humanoid Nonhumanoid
Fine stuff gp stuff gp +2  ? lb. 1
Diminutive stuff gp stuff gp +2  ? lb. 3
Tiny stuff gp stuff gp +2  ? lb. 6
Small stuff gp stuff gp +6  ? lb. 12
Medium stuff gp stuff gp +6  ?? lb. 25
Large stuff gp stuff gp +6  ??? lb. 50
Huge stuff gp stuff gp +6  ??? lb. 100
Gargantuan stuff gp stuff gp +6  ??? lb. 200
Colossal stuff gp stuff gp +6 360 lb. 400
Base 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. 90 ft. 100 ft.
Armored 15 ft. 20 ft. 30 ft. 35 ft. 40 ft. 50 ft. 55 ft. 60 ft. 70 ft.
Armadillo Shield


You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else.

Martial One-Handed Melee
Damage (Base): d6 (2d6 with greater bash or 3d6 with greater bash and spikes)
Critical: ×2
Range Increment:
Type: Bludgeoning
Shield Bonus: +3
Maximum Dex Bonus:
Armor Check Penalty: −2
Arcane Spell Failure Chance: 15%
Construction: (for a shield fighter)

Moon Shield: 1 pound adamantine, 1 pound mythril, Craft DC 16, 1,000 gp (used for determining how long it takes)

Armadillo: 100 pounds of metal, Craft DC 25, 10,000 gp (used for determining how long it takes)

(for everyone else without the Great Shield Knowledge)

Moon Shield: 1 pound adamantine, 1 pound mythril, Craft DC 16, 10,000 gp

Armadillo: 100 pounds of metal, Craft DC 25, 100,000 gp

Epic Shield Fighters[edit]

Table: The Epic Shield Fighter

Hit Die: d10

Level Special
22nd bonus feat
24th bonus feat
26th bonus feat
28th bonus feat
30th bonus feat

4 + Int modifier skill points per level.

Bonus Feats: The epic Shield Fighter gains a bonus feat (selected from the list of epic Fighter bonus feats) every even numbered levels after 20th.

Campaign Information[edit]

Playing a Shield Fighter[edit]

Religion: The shield fighter is like any normal person in regards to religion, no special gods or such.

Other Classes: Generally they get along well with Fighters because they both do alot of fighting, and they get along well with spell casters because they tend to protect them. They don't get along too well with Monks, because they just don't understand why they go un armored all the time.

Combat: Tank or defense.

Advancement: Generally go for AC over attack. Also shields with the returning special ability work great

Shield Fighters in the World[edit]

I've never seen anything take that much of a beating and walk away unharmed.
—Narek, the evil Human Wizard

They fit as tanks, and or ultimate defense

Daily Life: searching for battle.

Notables: IronShield The orgg Shield Fighter, he took out an evil wizard's great wyrm shadow dragon single-handedly

Organizations: They have no real organization, they are just fighters who decided defense was better then attack.

NPC Reactions: Usually people will complain they are too slow moving, and or they will be awe inspired on how hard they are to hit..

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