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Shield Martial Tradition

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LevelPassivesActives
1Tempered DefenseExerted Defense
2Steady ChannelingCovering Guard
3Hard AnglesUnbalancing Parry
4Effortless ParryActive Defense
5None Shall PassMove the Line
6Anticipate AttacksDizzying Bash
7Obstructing DefenseShielding Allies
8Hardened DefenseAbsorbing Blows
9  
10  
11  

Shield Martial Abilities


Exerted Defense – 1

You can spend Stamina to gain a bonus to AC provided by your shield or any Defensive martial skill check that you make against a single attack at a 1:1 ratio.

Tempered Defense – 1

Any time a shield you wield would take damage, reduce that damage by your Highest Martial Rank bonus.

Covering Guard – 2

You can spend 1 Stamina to count your shield as providing you Partial Cover until the start of your next turn. If you already have Cover, increase your Cover by one step.

Steady Channeling – 2

You gain a bonus to Concentration checks while wielding a Shield equal to half of your Highest Martial Rank bonus.

Hard Angles – 3

You count as one size larger for the purposes of defending against Maneuvers and Parrying attacks while wielding a shield.

Unbalancing Parry – 3

You may spend 2 Stamina when performing a Parry, but before the check is made, and if the Parry is successful the attacker is Staggered until the end of the attackers next turn.

Active Defense – 4

You may spend 2 Stamina as an Immediate Action to intercept a hostile creature moving within 30 ft of you, this allows you to move 5 ft plus 5ft per half of your Highest Martial Rank bonus. If this ability would block the enemies movement on things such as a charge, you become the new target.

Effortless Parry – 4

While wielding a shield, you gain one free Defensive Action against each individual enemy each turn.

Move the Line – 5

You can spend 1 Stamina when taking a 5ft step to allow all adjacent friendly creatures to also take a 5ft step in the same direction. Other creatures with this ability who are adjacent to any creature that moves from this ability may also move with them.

None Shall Pass – 5

Enemies attempting to move through your natural reach while you are wielding a shield must make a Bull Rush or Acrobatics check against your CMD check to do so. This does not apply to enemies entering or exiting your natural Reach.

Anticipate Attacks – 6

You are now able to attempt to Parry attacks that you are unaware of, as long as you are aware you are in a hostile situation, up to GM discretion.

Dizzying Bash – 6

You may spend 1 Stamina when you would successfully hit a target with your shield. The target takes a penalty to all skills checks equal to half of your shields bonus to AC until the start of your next turn.

Obstructing Defense – 7

When you take the Total Defense action while wielding a shield, your space and all adjacent squares count as a solid object with a hard corner for hostile creatures targeting friendly creatures. This does not apply to vertical space unless you are Large or larger as appropriate.

Shielding Allies – 7

When you take the Fighting Defensively action while wielding a shield you can spend 2 Stamina to also give friendly creatures within your natural Reach half the benefits of this action.

Absorbing Blows – 8

When you are hit with an attack while wielding a shield you may spend 1 Stamina to take half damage from that attack. If the damage is non-physical the reduced damage applies to the shield.

Hardened Defense – 8

You gain a bonus to DR equal to your shield’s Hardness.

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