Composite armor ideas.


Homebrew and House Rules


Feat 4.
Mud shield
2 actions.
1 minute sustain.

Earth, water, conjugation, composite, impulse.

You coat your arms in mud as a shield and raise shield.
You gain +1 to AC and have shield block. Hardness 2. If you are hit with fire, cold, poison, or electricity you can use shield block to gain resistance to that instance of damage.
You can only shield block twice before the mud crumbles away, dismissing the spell.
Sustaining this ability counts as raising your shield.

(+4) increase hardness by 2.


Minor nitpick: this is a Kineticist Impulse - which isn't a spell.

Major nitpick: I'm really hoping that 'conjugation' is the wrong word and that you meant conjuration. But even so, other Impulse abilities don't have the conjuration trait either.

More reasonable thought: the shield should have some HP value because having an infinite amount of HP and a number of 'dents' (which was a counter of how many times it was used for shield block) that a shield could handle before becoming unusable was something that was removed from the original PF2 playtest. The difference being that if the shield takes enough damage to break it in one hit, then it only gets one hit worth of shield block from the Impulse effect.

Balance: Deflecting Wave is a level 1 Impulse feat, only requires Water element, only costs your reaction to block with, and I think blocks more damage (I haven't calculated it out fully). This probably needs buffed quite a bit - especially in the action costs.

Praise: Really cool and thematic ability.


About the minor nitpic: I just forgot how they are written.

About the major nitpic: got to love autocorrect. And again, I forgotten how the keneticist traits are worded. (Minor issues, nothing game breaking)

About the shield HP. I didn't know this was a thing. Considering how versatile I had made this shield, I wanted something different. So I'm not sure what the HP/B would be.

Over all you are correct on the amount of damage deflecting wave can take is higher. However, this shield blocks more damage types. 4 elements instead of 2, plus whatever shield block can normally do.

Also being a composite impulse, a true earth keneticist can take it at lvl 8.


Dragonhearthx wrote:
About the major nitpic: got to love autocorrect. And again, I forgotten how the keneticist traits are worded. (Minor issues, nothing game breaking)

Yeah, not an actual problem. I just saw it and thought I would mention it.

Dragonhearthx wrote:
About the shield HP. I didn't know this was a thing. Considering how versatile I had made this shield, I wanted something different. So I'm not sure what the HP/B would be.

Probably base it on the shield from Hardwood Armor and adjust from there.

Dragonhearthx wrote:
Over all you are correct on the amount of damage deflecting wave can take is higher. However, this shield blocks more damage types. 4 elements instead of 2, plus whatever shield block can normally do.

Ah, it does block the physical damage types too. That wasn't clear from the description. I thought it would only block those listed energy damage types.

Even with all of that, I would consider making it be a 1-action Impulse instead of 2. Especially since you need to sustain/raise shield each round in addition. 2-actions and sustain is a lot of action economy cost for a small amount of damage reduction.


You will still have to "raise shield" anyway, so making it sustain would help at level 12, when you could use it as a free action. Giving it 2-actions would also activate any junctions you have.

Side note: it is +1 "circumstance" to AC. Forgot that too. Given that this is a shield, I'm sure it was a given; just something I forgot. Again.


1 person marked this as a favorite.

That is what getting feedback is for. :)


I just found a spell called shielded arm. Using this as a model would be better for the ability. Don't you think?

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