Shieldmage

by Jisk

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The Shieldmage


Shieldmage

Centuries ago, a group of priests and wizards who worshiped gods of protection sought a way to teach the arcanists to cast the spells needed to support their allies and innocents, while not needing protection themselves. After decades of practice and study, the Righteous Order of the Arcane Shield found methods not just of anchoring the wizard's spellbook to a properly-enchanted shield, but to leverage the lesser spells of protection and abjuration so that they could protect many at once unless disrupted, allowing the 'shieldmages' to draw the attacks of their foes onto themselves.


Role: A shieldmage is a support caster and a tank, with some capacity for battlefield control. They enhance their allies with protections and buffs, and draw focus from enemies with their Shieldmage's Challenge.
Alignment: Any. Since their discipline is structured around protecting others, most are either Good altruists or Lawful military; Lawful Good is the most common alignment and many shieldmage schools are associated with an order of paladins. Chaotic Neutral and Lawful Evil are rare but not unheard-of; Neutral Evil and Chaotic Evil are essentially unknown.
Ability scores: Shieldmage spellcasting, including bonus spells per day and save DCs, depends on Intelligence, so this is the highest priority for a shieldmage. The role of the shieldmage means that they will take more damage and enemy attention than most spellcasters, so high Constitution and Wisdom scores, for hit points, Fortitude and Will saves, and some other class features, are also desirable.

Skills

The shieldmage’s class skills are Craft (Int), Heal (Wis), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.


Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70gp.)

Weapon and Armor Proficiency

Shieldmages are proficient with all simple weapons, with light and medium armor, and with shields, except tower shields.

Table: Shieldmage
Level BAB Fort Ref Will Class Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Bonded shield, cantrips, defensive specialty, shieldcasting 3
2nd +1 +3 +3 +3 Shieldmage's challenge 4
3rd +1 +4 +4 +4 Martial training 5 3
4th +2 +4 +4 +4 Esoteric wards 6 4
5th +2 +5 +5 +5 Counterspell training 6 5 3
6th +3 +5 +5 +5 Aid recovery, martial training 6 6 4
7th +3 +6 +6 +6 Specialty ability 6 6 5 3
8th +4 +6 +6 +6 Esoteric wards 6 6 6 4
9th +4 +7 +7 +7 Martial training 6 6 6 5 3
10th +5 +7 +7 +7 Aid recovery(30 ft.) 6 6 6 6 4
11th +5 +8 +8 +8 Counterspell training(abjuration) 6 6 6 6 5 3
12th +6/+1 +8 +8 +8 Esoteric wards, Martial training 6 6 6 6 6 4
13th +6/+1 +9 +9 +9 Specialty ability 6 6 6 6 6 5 3
14th +7/+2 +9 +9 +9 Aid recovery(burst) 6 6 6 6 6 6 4
15th +7/+2 +10 +10 +10 Martial training 6 6 6 6 6 6 5 3
16th +8/+3 +10 +10 +10 Esoteric wards 6 6 6 6 6 6 6 4
17th +8/+3 +11 +11 +11 Counterspell training(arcane) 6 6 6 6 6 6 6 5 3
18th +9/+4 +11 +11 +11 Aid recovery(move action), Martial training 6 6 6 6 6 6 6 6 4
19th +9/+4 +11 +11 +11 Protector's aegis 6 6 6 6 6 6 6 6 5
20th +10/+5 +12 +12 +12 Master's challenge, esoteric wards 6 6 6 6 6 6 6 6 6

Class Features

The following are the class features of the shieldmage

Spells

A shieldmage casts arcane spells drawn from the shieldmage spell list. They can cast any spell they know without preparing it ahead of time. To cast a spell, a shieldmage must have an Intelligence score equal to at least 10 + the spell circle. The Difficulty Class for a saving throw against a shieldmage’s spell is 10 + the spell circle + the shieldmage’s Intelligence modifier.

The number of spells of each circle that the shieldmage can cast each day is given in Table: Shieldmage; they can additionally cast 0th-level cantrips (see Cantrips below). In addition to this number, they receive bonus spells per day as given in Table: Ability Modifiers and Bonus Spells if they have a high Intelligence score. Like a wizard, these spells per day are refreshed after eight hours of uninterrupted sleep.

Unlike a wizard, a shieldmage knows all spells on their spell list, except those which are too high a circle for them to cast. Unlike a wizard or cleric, a shieldmage does not prepare spells in advance; they can cast any spell they know at any time, assuming their spells per day of that spell circle are not yet exhausted.


Note: This class and document uses the 'spell circle' terminology for disambiguity. Spells range from 1st circle to 9th circle, in increasing order of difficulty to cast; 0th-circle spells also exist, and are called cantrips. A 1st-level wizard or shieldmage can cast only 1st-circle spells; at 11th level, a shieldmage learns to cast 6th-circle shieldmage spells. Using this terminology, we hope to avoid certain classic problems.

Bonded Shield (Su)

A shieldmage bonds to their shield like other wizards bond to an amulet, weapon, or other bonded object, and uses it while preparing spells. This is usually a heavy metal shield but can be any shield the shieldmage is proficient with. Like a bonded-object wizard, a shieldmage can enchant their bonded shield as if they had Craft Magic Arms and Armor if they meet the prerequisites (caster level 5th) and meet any enchantment-specific prerequisites.

Cantrips

Shieldmages know a number of cantrips, or 0-level spells, and can cast all cantrips they know at will. These spells are cast like any other spell, but they are not expended when cast and may be used again. At 1st level, they know 4 cantrips; at each even level they learn another, to a maximum of 9 known cantrips at level 10.

Shieldcasting (Su)

A shieldmage does not suffer arcane spell failure chance from armor or shields they are proficient in, and they can complete somatic spell components with the hand wielding their bonded shield (though not other shields of the same type). If wearing armor or wielding a shield they are nonproficient in, then they suffer ASF chance, but reduce the total chance by 20% from the normal chance.

Defensive specialty (Ex)

Each shieldmage picks one of three specialties, which affects their proficiencies and spells known. They gain additional abilities based on this specialties at higher levels.

Mobile Defense Specialty

Shieldmages who do not learn to use additional, heavier equipment focus on staying mobile to defend their allies, and also learn a variety of polymorph spells which allow more aggressive enhancement than most of the shieldmage's repertoire. A mobile defense specialist does not gain any additional armor or shield proficiencies, but they no longer take penalties to their movement speed for wearing medium armor or carrying a medium load. Additionally, they gain proficiency in the hand crossbow, rapier, sap, shortbow, and short sword. Many mobile defense specialists have a buckler as their bonded shield. The following spells are added to their spell list and become part of their spells known at the appropriate level: 1st - ??, 2nd - ??, 3rd - ??, 4th - <etc.>

Intercede

At 7th level, the mobile shieldmage learns to intercede. A few times per day, they may, when an ally nearby is hit by an attack (but before damage is rolled), move into that ally's space and take the attack themselves. This always hits the shieldmage regardless of their actual AC, but is never a critical hit. The shieldmage may only move up to their speed when using this ability and cannot use it if the ally is beyond that range; the ally being protected takes a free 5-foot step as part of this ability. The weapon's damage is then resolved against the shieldmage as if they were hit normally. This ability may be used (1 + half the shieldmage's Wisdom modifier, minimum 0). They may not make an intercession while actively spellcasting.
At 13th level, the ability may be used (3 + Wisdom modifier, minimum 0) times. Additionally, any precision damage (such as sneak attack) is halved when taking damage from an intercession.

Tower Shield Specialty

Those who specialize in tower shields additionally learn various spells to reshape and control the battlefield. A tower shield specialist gains proficiency with tower shields (and therefore does not suffer ASF chance if their bonded shield is a tower shield). The following spells are added to their spell list and become part of their spells known at the appropriate level: 1st - obscuring mist, 2nd - groundswell, 3rd - wind wall, 4th - ???, 5th - wall of force, 6th - blade barrier, 7th - forcecage, 8th - wall of lava, 9th - ???

Living Wall

At 7th level, a tower shieldmage may bash with a tower shield, and takes only a move action to plant it as cover. (If another effect would allow them to do so as a move action, it becomes a swift action.) They may also arrange themselves to provide cover to their allies; whenever they plant their shield, plus as a free action during their turn a number of times per day equal to their Wisdom bonus, they may declare that they are taking a covering stance for the round. Until their next turn, they provide soft cover to all adjacent allies other than themself, against all attacks, even ones from the wrong side of the shieldmage or ones the mage is unaware of. They must be conscious and able to take actions, and may not enter or maintain a covering stance while actively spellcasting.
At 13th level, the tower shieldmage may plant their shield as a swift action, and when using a covering stance, adjacent allies gain improved cover which is no longer considered soft cover.

Heavy Armor Specialty

The heavy armor specialty also includes healing magic. A heavy armor specialist gains proficiency with heavy armor (and therefore does not suffer ASF chance if wearing it with their bonded shield). The following spells are added to their spell list and become part of their spells known at the appropriate level: 1st - cure minor wounds*, 2nd - cure light wounds, 3rd - cure moderate wounds, 4th - cure critical wounds, 5th - cure light wounds (mass), 6th - cure moderate wounds (mass), 7th - heal, 8th - cure critical wounds (mass), 9th - regenerate

Island of Iron

At 7th level, the heavy shieldmage gains Stand Still as a bonus feat. They are considered armed and threatens adjacent squares as long as they are wielding a shield proficiently. For the purpose of Stand Still, though not for ordinary attacks of opportunity, they increase their maximum number of attacks of opportunity per round by their Wisdom modifier (minimum +1). Also, they may add their Wisdom modifier to their Combat Maneuver Bonus for the purpose of Stand Still attacks. They may not make these attacks while actively spellcasting.
At 13th level, as long as they are wielding a staff or a reach weapon, they threaten all squares out to 10 ft. from themselves for the purposes of Stand Still maneuvers.

Shieldmage's Challenge (Sp)

At 2nd level, a shieldmage learns the signature skill of their profession - casting a spell as a challenge. A challenge spell must be one which normally targets a single creature and does not have a target of 'self' or 'personal', and it may not have a casting time greater than 1 round. When cast as a challenge, you target both yourself and nearby allies, who must be within the spell's normal range unless it is normally touch range - up to two allies (which may not include yourself) by default, but this limit may increase with level. Rather than take effect immediately on completing the casting, any enemies nearby have a round to react:

  • If you are attacked, targeted with a spell from a hostile source, subject to a combat maneuver, affected by a hostile area-effect spell, or otherwise affected by a hostile action, the spell takes effect targeting only you before the hostile effect is applied, as if you had cast it on yourself normally at that time.
  • If, after one round, that hasn't occurred, the challenge ends and the spell takes effect on your selected allies. Treat this as though you had cast it on each of them individually, albeit simultaneously. They need not be in normal range for the spell, see table.

All enemies within 50 ft. are immediately intuitively aware of this ability from when you begin casting until the challenge ends, though they will need to make Spellcraft and/or Sense Motive checks to determine which spell you have cast and which allies you are targeting.


The maximum number of targets to cover with a challenge is a function of the spell's circle and the shieldmage's highest spell circle. If the spell is of the highest circle they can cast, the challenge covers only two targets. For each circle lower it is, add one more target. For example, an 8th-level shieldmage can cast spells up to 4th circle. Their 4th-circle spells can be challenge-cast on two allies; their 3rd-circle spells can affect three allies, 2nd-circle four, 1st-circle five, and cantrips six. At 9th level, they will learn to cast 5th-circle spells; each of those ally numbers will increase by one, and the new 5th-circle spells will be able to affect two targets when challenge-cast.

Table: Challenge Casting Time
Base casting time Challenge casting time
Swift action or less Standard action
Move or standard action Full-round action
Full-round action 1 round
1 round Two full-round actions
Table: Challenge Casting Range
Base range Challenge casting range
Touch 5 ft. + 5 ft./3 caster levels
5 ft. - 20 ft. Triple base
25 ft. - 50 ft. Double base
Short, medium, long As base
Other Base or 50 ft. if longer

Martial Training (Ex)

At 3rd level and every level divisible by three, a shieldmage gains a bonus combat feat from the following list. They must meet the normal prerequisites for this feat. From 6th level onward, for the purposes of learning feats on this list, they count as having a fighter level equal to their shieldmage level -5. (This applies even if they are gaining one of these feats by another means.)

With the DM's approval, other combat feats which require Improved Shield Bash, Saving Shield, Shield Focus, or Weapon Focus(shield bash) may be added to this list.

Covering Defense, Covering Shield, Defended Movement, Feint Defender, Greater Ray Shield, Greater Shield Focus, Greater Shield Specialization, Guarded Charge, Improved Shield Bash, Improved Shield Focus, Missile Shield, Mobile Bulwark Style, Mobile Fortress, Mobile Stronghold, Ray Shield, Saving Shield, Shield Brace, Shielded Mage, Shielded Stand, Shield Focus, Shield Master, Shield Slam, Shield Snag, Shield Specialization, Shield Wall, Stumbling Bash, Toppling Bash, Unhindering Shield, Upsetting Shield Style, Upsetting Strike, Upsetting Vengeance, Wall's Stance, Weapon Focus(shield bash), Weapon Trick(weapon and shield)

Esoteric Wards (Ex)

At 4th level and every 4 levels thereafter, a shieldmage learns a new protective spell they can add to their arsenal, after study and experimentation made it compatible with their bonded shield. This must be a wizard or witch spell of a circle they can already cast, and must be of the abjuration school without express DM permission. (Many transmutation or divination spells have a protective nature and may be suitable spells to permit.) From this point forward, that spell is considered to be on the shieldmage spell list at the same spell circle for this shieldmage's purposes. This does not transfer to other shieldmages without significant further study and experimentation. Once chosen, this spell cannot be changed.

Counterspell Training (Su)

At 5th level, the shieldmage has practiced counterspelling and can freely switch between countering with dispel magic and with the appropriate spell. When readying an action to counterspell, the shieldmage receives a +4 bonus on the Spellcraft check to identify the spell, if that spell is on the shieldmage spell list. If they fail to identify the spell, or it is a spell they cannot cast, the shieldmage may cast dispel magic (or greater dispel magic if they can cast sixth-circle spells) to attempt a counterspell anyway.

At 11th level, the +4 Spellcraft bonus extends to any abjuration spell, and for any identified abjuration spell, the shieldmage may expend a spell slot of the same circle to counterspell it as though they could cast the spell being countered. They may still choose to use a dispel magic rather than make use of this ability.

At 17th level, the +4 Spellcraft bonus extends to all arcane spells. The shieldmage may expend a spell slot of the correct circle to counterspell any identified arcane spell, provided the spell being countered is eighth circle or lower.


Aid Recovery (Su)

At 6th level, the shieldmage learns to help protect even those who have already fallen victim to enemy action. As a standard action, a touched creature (other than the shieldmage) may make an additional save for each ongoing hostile effect currently affecting them that allows a save. A success means that most or all of the effect ends, as if they had made their initial save. (Portions of the effect that persist even on a successful save are unaffected, and instantaneous consequences that have already occurred such as ability damage are not removed.) This ability may be used once per day per point of the shieldmage's Wisdom modifier, minimum once, and an additional use per day for every three levels beyond 6th. At 10th level, this may affect a target within 30 ft. rather than touch range, and may affect the shieldmage themself. From 14th level, the shieldmage may expend two uses to affect all creatures within 30 ft. At 18th level, this may be used as a move action.


Protector's Aegis (Su)

At 19th level, the shieldmage has surpassed the need to use spells to protect those nearby. From 19th level, all allies within 30 ft. of the shieldmage may use their save bonuses, if they are better than the ally's, whenever they need to make a save.


Master's Challenge (Su)

At 20th level, the shieldmage <...> Shieldmage's challenge may now affect up to six allies for 7th-9th circles and twelve for all lower circles, and whenever the shieldmage casts a spell normally on an ally (not via shieldmage's challenge), they may also give that ally the benefit of aid recovery without expending a daily use of that ability or an additional action.

Spell List

Cantrips

detect magic, detect poison, light, mage hand, mending, message, read magic, resistance, stabilize, touch of fatigue

1st circle

abjuring step, air bubble, alarm, anticipate peril, bed of iron, deathwatch, endure elements, feather fall, mage armor, liberating command, magic missile, peacebond, protection from chaos/evil/good/law, remove fear, shield, stunning barrier, swift girding, vanish

2nd circle

arcane lock, barkskin, bear's endurance, blur, cat's grace, darkvision, death from below, delay poison, detect thoughts, detect magic (greater), glitterdust, invisibility, kinetic reverberation, life pact, nondetection (lesser), owl's wisdom, protection from arrows, resist energy, rope trick, see invisibility, shield of fortification, web.

3rd circle

ablative barrier, aura sight, bestow grace, cloak of winds, countless eyes, dispel magic, displacement, draconic reservoir, fly, gaseous form, heroism, magic circle against chaos/evil/good/law, magic vestment, nondetection, protection from energy, remove curse, stone shape, tiny hut, wall of mist, ward of the season, wind wall

4th circle

blessing of the salamander, death ward, detect scrying, dimensional anchor, fire trap, freedom of movement, king's castle, lesser globe of invulnerability, oath of peace, planar adaptation, resilient sphere, shield of fortification (greater), spellcrash (lesser), spell immunity, stoneskin, thaumaturgic circle, wall of bone, wall of ice, wall of sound.

5th circle

break enchantment, dismissal, dispel chaos/evil/good/law, fickle winds, hunter's blessing, icy prison, interposing hand, life bubble, mage's faithful hound, mage's private sanctum, secret chest, spell resistance, stone to flesh, symbol of sleep, true seeing, wall of stone, wall of thorns, wreath of blades

6th circle

age resistance, antimagic field, battlemind link, blade barrier, control water, contingency, dispel magic (greater), forbiddance, forceful hand, globe of invulnerability, guards and wards, heroism (greater), move earth, neutralize poison (greater), shadow endurance, shieldmage's rally (lesser), spellcrash, telepathy, wall of iron, wind walk

7th circle

banishment, bestow grace of the champion, circle of clarity, deflection, expend, fly (mass), hymn of peace, invisibility (mass), mage's magic army, particulate form, rampart, repulsion, scrying (greater), shieldmage's rally*, simulacrum, spell turning, statue, teleport trap

8th circle

antimagic field, cloak of chaos/holy aura/shield of law/unholy aura, clone, dimensional lock, discern location, heart of the mammoth, legendary proportions, mind blank, prismatic wall, protection from spells, spellcrash (greater), spell immunity (greater), telekinetic sphere.

9th circle

excellent enclosure, freedom, heroic invocation, mage's disjunction, mind blank (communal), prismatic sphere, spell immunity (greater communal), wall of suppression, world wave

Supplementary Lists

Mobile Defense

1st - ??, 2nd - ??, 3rd - ??, 4th - <etc.>

Tower Shield

1st - obscuring mist, 2nd - groundswell, 3rd - wind wall, 4th - wall of fire, 5th - wall of force, 6th - blade barrier, 7th - forcecage, 8th - wall of lava, 9th - wall of suppression

Heavy Armor

1st - cure minor wounds*, 2nd - cure light wounds, 3rd - cure moderate wounds, 4th - cure critical wounds, 5th - cure light wounds (mass), 6th - cure moderate wounds (mass), 7th - heal, 8th - cure critical wounds (mass), 9th - regenerate

* New Spells:

Cure Minor Wounds

School conjuration†(healing); Level shieldmage(heavy armor) 1

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration Instantaneous

Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text

Channel positive energy that cures 1 point of damage, +1 point per three caster levels, maximum +5. If targeting undead, this deals damage to them instead and they may make a Will save and apply spell resistance.

Shieldmage's Rally

School conjuration(teleportation); Level shieldmage 7, cleric/oracle 7, sorcerer/wizard 7

Casting Time 1 standard action

Components V, S, M (100 gp of precious gems for each ally teleported)

Range 30 ft./100 miles per caster level

Target one willing ally per 5 caster levels

Duration instantaneous/one round

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You teleport the affected allies to your location, arriving in adjacent squares or as close as possible within a 30 ft. radius. The allies to be teleported may not be further from you than 100 miles per caster level, nor may any two of them be further than that distance apart. Targeted allies know who is calling them as soon as you cast the spell, and have up to 1 round to accept or refuse; on acceptance, they teleport to you immediately as if teleported, as the spell (your surroundings are at least 'studied carefully' and may be 'very familiar'). Allies arriving into combat roll initiative as they arrive and are considered to have already acted during the previous round.

Shieldmage's Rally, Lesser

School conjuration(teleportation); Level shieldmage 6, cleric/oracle 6, sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, M (1 gp of precious gems for each ally teleported)

Range 30 ft./long (400 ft. + 40 ft./level)

Target one willing ally per 5 caster levels

Duration instantaneous/one round

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

As Shieldmage's Rally, except that the maximum distance between you and your allies and between any pair of allies is 400 ft. + 40 ft. per caster level, and the transported allies are moved as if by dimension door. This does not prohibit the transported allies from taking actions.

†: Or necromancy if you (sensibly) classify positive energy spells as necromancy

Shieldmage

Class

 

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