All shields offer a +2 bonus to your AC. Light and heavy shields, however, offer trade-offs in protection and mobility.
Armor Category | Cost (gp) | Weight (lbs) | Hardness |
---|---|---|---|
Shield, light | 5 | 2 | 8 |
Shield, medium | 12 | 3 | 8 |
Shield, heavy | 30 | 5 | 10 |
Light shields are usually small and portable, like a buckler. They are easily carriable, can be deployed as easily as a sword, but they offer minimal protection against anything other than melee attacks. Medium shields are the most common types of shields (round shields, kite shields, heater shields, etc.). Many of these shields have straps to hold the shield to the arm or to bear the weight on the body, though some do not. Heavy shields require extra training, but they also offer extra protection against ranged attacks.
The process of equipping a shield involves transferring it from a carrying position (slung over the shoulder, hung from the back, attacked to a pack or belt) to a position where it is useful in combat. Light shields are very portable and can be equipped or stowed as a free action. However, it takes part of your movement action to either equip or stow a medium shield, just like weapons. Heavy shields cannot be stowed and must be carried at all times. All shields can be dropped at a free action.
Light shields do not offer AC protection against any attacks made from range (either mundane or magical). Medium and Heavy Shields both offer standard protection.
To use a heavy shield, you must have the heavy shield proficiency. But heavy shields allow for a few extra defensive actions.
You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). Shields deal 1d4+Str bludgeoning damage. Masterwork enhancement bonuses increase the attack and damage of shield bashes.
Masterwork items are custom-made, high quality items made by a skilled master. These items, shields included, are designed to perform a bit better than your average piece of arms or armor. Masterwork shields come in five degrees of quality, all of which cost the same as armor.
Masterwork Enhancement Bonus | Cost |
---|---|
+1 | +1,000 gp |
+2 | +4,000 gp |
+3 | +9,000 gp |
+4 | +16,000 gp |
+5 | +25,000 gp |
Masterwork shields deal 1d6 instead of 1d4 bludgeoning damage when used to bash. Each masterwork level buys a +1 enhancement on the shield. This enhancement doesn't increase the shield's AC, but it does apply to attack and damage rolls made by the shield when performing a shield bash. Each enhancement also increases the shield's hardness by 3.
If you have the Enchant Arms and Armor proficiency, you can enchant a masterwork shield, adding magical properties to it. This follows the standard rules for crafting magical items.
You can add the following magical properties to a shield.
This +1 heavy steel shield is flat black and seems to absorb light. Once every two days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee attack against touch AC.
Upon command, an animated shield floats within 2 feet of you, protecting you as if you were using it yourself but freeing up both your hands. Only one shield can protect you at a time. With an animated shield you still take any penalties associated with shield use.
A shield with this ability attracts ranged weapons to it. It has a shield bonus 1 point higher than usual against ranged weapons, because they veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from its original target and targets you instead. If you have total cover relative to the attacker, the projectile is not diverted. Additionally, those attacking you with ranged weapons ignore any miss chances that would normally apply. Projectiles that have an enhancement bonus higher than the shield's base AC bonus are not diverted to you but the shield's increased AC bonus still applies against these weapons. You can activate or deactivate this ability with a command word.
This shield protects you as if you had the Deflect Arrows technique. Once per round, when you would normally be struck by a ranged weapon, you can make a DC 20 Dex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If you succeed, the shield deflects the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can't be deflected.
A shield with this ability flashes with a brilliant light up to twice per day upon command. Anyone within 20 feet except you must make a DC 14 Dex save or be blinded for 1d4 rounds.
This +1 light wooden shield has a small leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed has only half the base raw material cost. Experience point and component costs remain the same. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.
A random caster's shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01-80 on d%) or arcane (81-100).
Same as the ghost touch armor. See Magic Armor.
This +2 heavy steel shield is fashioned to appear to be a roaring lion's head. Three times per day as a free action, the lion's head can be commanded to attack (independently of you), biting with your combat proficiency bonus (including multiple attacks, if you have them) and dealing 2d6 points of damage. This attack is in addition to any actions you perform.
This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.
This shield shimmers with arcane force energy. Twice per day, as a reaction to being hit by a melee attack, you can use the shield to repulse the attacker up to 15 feet away. This effect only works on creatures up to Huge size.
This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, you can fire one of the shield's spines. A fired spine has a +1 enhancement bonus, a range of 150/300/600, and deals 1d10 points of damage (19-20/x2). Fired spines regenerate each day.
This round heavy wooden shield is a +3 masterwork item. Small, feathered wings encircle the shield. Once per day it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.