Magic Shields

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Shield Special Abilities
Shield Special Ability Price Modifer
Adhesive 7000
Animated 2+ bonus
Arrow Catching 1+ bonus
Arrow Deflection 2+ bonus
Bashing 1+ bonus
Bitter 1+ bonus
Bolstering 1+ bonus
Blinding 1+ bonus
Clangorous 1+ bonus
Defiant 1+ bonus
Determination 30000
Energy Resistance 18000
Energy Resistance, Greater 66000
Energy Resistance, Improved 42000
Fortification Varies
Ghost Touch 3+ bonus
Glamered 2700
Grinding 1+ bonus
Impervious 1+ bonus
Poison Resistant 2250
Radiant 7500
Rallying 5000
Reflecting 5+ bonus
Reflecting 5+ bonus
Undead Controlling 49000
Wild 3+ bonus


Descriptions

Adhesive(7,000)
Auramoderate transmutation;CL10th
DESCRIPTION
On command, the hands and feet of this armor's wearer become incredibly sticky, granting her a climb speed of 20 feet. The stickiness grants the wearer a +2 enhancement bonus on combat maneuver checks made to disarm, grapple, reposition, steal, or trip when the wearer is using a natural weapon or unarmed strike to attempt the maneuver. The wearer can gain these benefits for 10 rounds per day. These rounds need not be consecutive, but they must be spent in 1-round intervals. Ending the effect is a free action. Adhesive cannot be placed on armor with any version of the slick special ability.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "bull's strength", "spider climb"Cost3500
Animated (2+ bonus)
Aurastrong transmutation;CL12th
DESCRIPTION
As a move action, an animated shield can be loosed to defend its wilder on its own. For the following 4 rounds, the shield grants its bonus to the one who loosed it and then dropped. While animated, the shield provides its shield bonus and the bonuses from all of the other shield special abilities it possesses, but it cannot take actions on its own, such as those provided by the bashing and blinding abilities. It can, however, use special abilities that do not require an action to function, such as arrow deflection and reflecting. While animated, a shield shares the same space as the activating character and accompanies the character who activated it, even if the character moves by magical means. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and non-proficiency. If the wielder who loosed it has an unoccupied hand, she can grasp it to end its animation as a free action. Once a shield has been retrieved, it cannot be animated again for at least 4 rounds. This property cannot be added to a tower shield.
CONSTRUCTION
RequirementsCraft magic arms and armor, animate objectsCost2+ bonus
Arrow Catching (1+ bonus)
Auramoderate abjuration;CL8th
DESCRIPTION
A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons 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 the shield's bearer instead. If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted. Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base AC bonus are not diverted to the wearer (but the shield's deflection bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
CONSTRUCTION
RequirementsCraft Wondrous Item, Craft Magic Arms and Armor, protection from arrows, true strikeCost1+ bonus
Arrow Deflection(2+ bonus)
Aurafaint abjuration;CL5th
DESCRIPTION
This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon (or piece of ammunition) has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He 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.
CONSTRUCTION
RequirementsCraft Wondrous Item, shieldCost2+ bonus
Bashing(1+ bonus)
Auramoderate transmutation;CL8th
DESCRIPTION
A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.
CONSTRUCTION
RequirementsCraft Wondrous Item, bull's strengthCost1+ bonus
Bitter(1+ bonus)
Aurafaint transmutation;CL5th
DESCRIPTION
This armor exudes an exceptionally vile and bitter taste whenever something bites or swallows a creature that is wearing it. Any creature that grapples the wearer with a bite attack (or any other attack using the mouth) must succeed at a DC 14 Fortitude save to avoid immediately ending the grapple. If the wearer is swallowed whole, the swallowing creature must succeed at a DC 14 Fortitude save at the start of each turn that the armored victim remains alive inside of the creature or become nauseated for 1 round. The creature may vomit up the victim as a standard action. This is a poison effect.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "stinking cloud"Cost1+ bonus
Blinding(1+ bonus)
Auramoderate evocation;CL7th
DESCRIPTION
A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a DC 14 Reflex save or be blinded for 1d4 rounds.
CONSTRUCTION
RequirementsCraft Wondrous Item, searing lightCost1+ bonus
Bolstering(1+ bonus)
Aurafaint enchantment;CL5th
DESCRIPTION
Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature's abilities until the start of his next turn. The bolstering ability can be applied to medium armor, heavy armor, light shields, heavy shields, and tower shields, but not light armor or bucklers.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "heroism"Cost1+ bonus
Clangorous(1+ bonus)
Auramoderate evocation;CL7th
DESCRIPTION
A shield with this ability rings loudly when struck in combat. As an immediate action when the wearer is hit by an attack, the wearer can activate the shield to create a deafening bang equivalent to a thunderstone. If the attack is a critical hit, the wearer can instead create a sound burst (Fortitude DC 13 partial). The wearer decides the area for either effect, but must include the attacker in the area. Neither ability affects the wearer.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, deafness, "sound burst"Cost1+ bonus
Defiant(1+ bonus)
AuraModerate conjuration;CL8th
DESCRIPTION
Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon's excelling against certain foes. Against the designated foe, the item's enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield's enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield's designated foe, use the table for the bane weapon special ability.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "summon monster I"Cost1+ bonus
Determination(30,000)
AuraModerate conjuration;CL10th
DESCRIPTION
A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.
CONSTRUCTION
RequirementsCraft Wondrous Item, breath of lifeCost15000
Energy Resistance(18,000)
Aurafaint abjuration;CL3rd
DESCRIPTION
A suit of armor or a shield with this property protects against one type of energy (acid, cold, electricity, fire, or sonic) and is designed with patterns depicting the element it protects against. The armor absorbs the first 10 points of energy damage per attack that the wearer would normally take (similar to the resist energy spell).
CONSTRUCTION
RequirementsCraft Wondrous Item, resist energyCost9000
Energy Resistance, Greater(66,000)
Auramoderate abjuration;CL11th
DESCRIPTION
As energy resistance, except it absorbs the first 30 points of energy damage per attack.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, resist energyCost33000
Energy Resistance, Improved(42,000)
Auramoderate abjuration;CL7th
DESCRIPTION
As energy resistance, except it absorbs the first 20 points of energy damage per attack.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, resist energyCost21000
Fortification(Varies)
Aurastrong abjuration;CL13th
DESCRIPTION
This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Fortification Type Chance for Normal Damage Base Price Modifier
Light 25% +1 bonus
Medium 50% +3 bonus
Heavy 75% +5 bonus
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, limited wish or miracleCostVaries
Ghost Touch(3+ bonus)
Aurastrong transmutation;CL15th
DESCRIPTION
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, etherealnessCost3+ bonus
Glamered(2,700)
Auramoderate illusion;CL10th
DESCRIPTION
Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, disguise selfCost1350
Grinding(1+ bonus)
Aurafaint transmutation;CL5th
DESCRIPTION
A shield or suit of armor with this special ability is covered with jagged burrs and razor-sharp serrations that saw and grind whenever the wearer is grappled or entangled. Any creature succeeding at a grapple combat maneuver check against the wearer takes damage equal to the armor or shield's enhancement bonus (with each successful check) as the barbs and blades bite into it. This special ability counts as armor spikes for the purpose of making attacks on the wearer's turn.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "keen edge"Cost1+ bonus
Impervious(1+ bonus)
Auramoderate transmutation;CL7th
DESCRIPTION
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus tohardness and hit points (instead of just the enhancement bonus), its break DC increases by double itsenhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster'srust ability) equal to its enhancement bonus.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "fabricate," "make whole"Cost1+ bonus
Poison Resistant(2250)
Auramoderate conjuration;CL7th
DESCRIPTION
A suit of armor or shield with this special ability grants the wearer a +3 resistance bonus on saving throws against poison.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "neutralize poison"Cost1125
Radiant(7500)
Auramoderate evocation;CL6th
DESCRIPTION
Armor and shields with the radiant special ability shine as brightly as a torch when worn. This radiance can be suppressed or resumed on command. Designs usually feature bright colors and a brilliant sheen even when not illuminated. Once per day, the wearer can command the armor or shield to brighten to the strength of adaylight spell for 1 hour or until commanded to dim.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "daylight"Cost3750
Rallying(5000)
Aurafaint abjuration;CL5th
DESCRIPTION
This armor or shield is brightly polished, and its mirror-bright surface is magically endowed with the ability to bring comfort to the wearer's companions. Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects. If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin's aura of courage, a bard's countersong, or a cavalier's banner ability), themorale bonus increases to +6.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "remove fear"Cost2500
Reflecting(5+ bonus)
Aurastrong abjuration;CL14th
DESCRIPTION
This shield seems like a highly polished 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.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, spell turningCost5+ bonus
Reflecting(5+ bonus)
Aurastrong abjuration;CL14th
DESCRIPTION
This shield is as highly polished as a mirror, and 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.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, "spell turning"Cost5+ bonus
Undead Controlling(49,000)
Aurastrong necromancy;CL13th
DESCRIPTION
Undead controlling armor or shields often have skeletal or other grisly decorations or flourishes to their decor. They let the user control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, control undeadCost24500
Wild(3+ bonus)
Auramoderate transmutation;CL9th
DESCRIPTION
The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.
CONSTRUCTION
RequirementsCraft Magic Arms and Armor, baleful polymorphCost3+ bonus