Armors Equipment Perks Equipment Heroics

Light Shield Training

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Physical Armor: 1 Force Armor: 1

Encumbrance: 0 Damage Resistance: None

A small rounder or buckler, typically held by hand or affixed to the forearm, is ideal for rapid deflection without tiring its bearer. Light Shields are built for dynamic movements and a fluidity of motion that grants leverage in Melee engagements. The aerodynamics of a Light Shield make it suitable for throwing, deflecting, and light bashing. A Light Shield can be equipped in the Off-hand Weapon Slot and wielded as a One(1) Handed Melee Weapon that deals Crush Damage. Investing in Light Shield Training will enhance a Character’s Speed and Attack Rolls when Parrying at every Odd Rank and their Attack and Damage Rolls with Melee Weapons and Physical and Force Armors Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons.

Light Shield Heroics

Potlid Guard

Prerequisite: Light Shield(Rank 1)

AP Cost: 5

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can pick up a nearby Tiny-sized or Smaller solid Object to wield as an Improvised Light Shield. You can use the Object as a Light Shield to perform Parries and Off-hand Melee Weapon Attacks. Your Improvised Shield will function for a number of uses equal to Half(½) of your Grit Attribute before being outright destroyed.

Quick Bash

Prerequisite: Light Shield(Rank 1)

AP Cost: 5

Action Type: Rapid Action

Range: Adjacent

As a Rapid Action, lightly smack an Adjacent Target with your Off-hand Light Shield, inflicting an unavoidable 1D6 Crush Damage in addition to your Melee Weapon Damage Bonus. 

Issue Challenge

Prerequisite: Light Shield(Rank 2)

AP Cost: 10

Action Type: Rapid Action

Range: Line Of Sight

Effect Duration: Rounds

As a Rapid Action, you can slap your Light Shield to issue a challenge to a single Target within your Line of Sight, inflicting the Taunt Miscognition for the Effect Duration. The Target must be able to perceive and understand you to be affected. Affected Targets can attempt a Force Save against your Physical Impact to Negate the Miscognition. 

Phalanx

Prerequisite: Light Shield(Rank 2)

AP Cost: 10

Action Type: Reaction

Range: Adjacent

As a Reaction to an Adjacent Creature becoming the Target of a Melee Weapon Attack, you can attempt Parry, the Attacker, with a contested Melee Attack Roll. If successful, the Attack is Negated. 

Disc Throw

Prerequisite: Light Shield(Rank 3) & Thrown (Any Rank)

AP Cost: 15

Action Type: Ranged Weapon Attack

Range: Thrown Weapon Range

As a Standard Action, you can attempt a Ranged Weapon Attack using your Light Shield as a projectile against a Target within your Thrown Weapon Range by whirling your Shield as a rapidly spinning disc at your Target. If successful, in addition to normal Weapon Damage, your Target suffers 1D6 Crush Damage for every Two(2) Points of your Power Attribute. As a Rapid Action, the Shield can deflect to strike a second Target within Half(½) of your Thrown Weapon Range from your initial Target for Minimum Damage. Alternatively, as a Rapid Action, your Shield bounces off your Target and returns to your position, where you catch and equip it. 

Neck Protector

Prerequisite: Light Shield(Rank 3)

AP Cost: 15

Action Type: Reaction

As a Reaction to suffering a Weapon Attack while vulnerable to a Sneak Attack, you can Negate a single instance of Sneak Attack Damage against you. 

Cymbal Crash

Prerequisite: Light Shield(Rank 4)

AP Cost: 20

Action Type: Full Action

Range: Adjacent

As a Full Action, you can strike your Light Shield against a hard object to create a cacophonous racket that inflicts the Deafened Injury against any Adjacent Targets. Affected Targets can attempt a Force Save against your Physical Impact to Negate the Injury. 

Shield Dancer

Prerequisite: Light Shield(Rank 4)

AP Cost: 20

Action Type: Ritual(One Hour)

As a Ritual at a Creative Space during a Rest Period, you can spend One(1) Hour rehearsing your blocking techniques and honing your reflexes. Then, you can Parry incoming Attacks with your Light Shield as a Free Action until your next Rest Period.

Mobile Interception

Prerequisite: Light Shield(Rank 5)

AP Cost: 25

Action Type: Reaction

Range: Half(½) Speed

As a Reaction to a Comrade becoming the Target of an Attack with a projectile, you can redirect the Attack to yourself, immediately moving up to Half(½) your Speed into the projectile’s Path of Travel. 

Stunning Counter

Prerequisite: Light Shield(Rank 5)

AP Cost: 25

Action Type: Reaction

Range: Adjacent

As a Reaction to being the Target of an Attack from an Adjacent Creature, you can attempt to Parry the Attack with a contested Melee Weapon Attack Roll. If successful, in addition to Negating the incoming Attack, your Attacker suffers your Minimum Weapon Damage and is inflicted with the Stunned Condition for their next Turn. Your Attacker can attempt a Physical Save against your Attack Roll to Negate the Condition.

Shield Surf

Prerequisite: Light Shield(Rank 6)

AP Cost: 30

Action Type: Reaction

As a Reaction to Falling, strap your Light Shield to your feet and surf the air currents to control your landing. As a result, you suffer Minimum Damage from your Fall and move yourself One(1) Pace for every Pace descended during your Fall and One(1) Pace further for every Pace of vertical descent during your Path of Travel, allowing you to descend a slope or hill rapidly. 

Coin Roll Strike

Prerequisite: Light Shield(Rank 7) & Thrown (Any Rank)

AP Cost: 30

Action Type: Ranged Weapon Action

Range: Double(2*) Thrown Weapon Range

Effect Duration: Until Treated

As a Standard Action, you can attempt a Ranged Weapon Attack using your Light Shield as a projectile against a Target within Twice(2*) your Thrown Weapon Range by whipping it along the ground where it will roll at your Target at high speed. If successful, in addition to your normal Weapon Damage, your Target suffers 1D8 Crush Damage for every Two(2) Points of your Power Attribute as their legs are knocked out beneath them, inflicting the Hobbled Injury for the Effect Duration. Alternatively, you can roll your Shield along a vertical surface to strike your Target’s upper limb, replacing the Hobbled Injury with the Fractured Injury. The Target can attempt a Physical Save against your Attack Roll to Negate the Injury. 


Critical Placement

Prerequisite: Light (Rank 8)

AP Cost: 40

Action Type: Reaction

As a Reaction to being struck by a Critical Hit, you can inflict the Broken Condition to your equipped Light Shield to revert the Critical Hit to a normal successful Attack.

Cymbalist

Prerequisite: Light Shield(Rank 9)

AP Cost: 45

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you can spend One(1) Hour) training your reflexes and muscle memory for the performance of lightning-quick shield bashes. Until your next Rest Period, as a Reaction to being the Target of an Attack from an Adjacent Creature, you can perform an unavoidable shield bash that inflicts Minimum Damage to your Attacker.

Dodge Roll

Prerequisite: Light Shield(Rank 10)

AP Cost: 50

Action Type: Reaction

Range: Half(½) Speed

As a Reaction to being the Target of an Attack with a projectile, you can immediately move up to Half(½) your Speed in the direction of your choice to potentially find Cover or break the Line of Sight requirements of the Attack. The movement of Dodge Roll ignores Difficult Terrain.