Advanced Players Guide | Rules | Magic Items | Armor | Specific Shields

Specific Shields

Table: Specific Shields

Table: Specific Shields
MajorSpecific ShieldMarket Price
01–50Battlement shield16,180 gp
51–100Fortress shield19,180 gp

Battlement Shield

Aura: moderate conjuration
CLl: 9th
Price: 16,180 gp
Weight: 45 lbs.

Description

Once per day on command, this +2 tower shield can transform into a solid, 10-foot by 10-foot by 1-foot wall of masonry with a battlement on top and an arrow slit in each 5-foot length. The wall acts as cover just like any physical wall. The wielder can touch the wall with one hand and command it to revert to a tower shield either resting on the ground and balanced against his hand or strapped to his arm in the normal fashion. The wall has all the characteristics of any other foot-thick wall of masonry (hardness 8, 90 hit points, break DC of 35). Attacks sufficient to destroy the wall cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. The shield remains in wall form until destroyed or commanded to return to shield form. The wall cannot appear in a space too small to accommodate it.

Fortress Shield

Aura: moderate conjuration
CLl: 11th
Price: 19,180 gp
Weight: 45 lbs.

Description

The wearer of this +1 tower shield may, as a full-round action, transform the shield into a 1-inch thick cube of iron that springs into being around him, completely enclosing his space. The cube has hardness 10 and 30 hit points per side. This cube grants the wearer total cover against everything outside the cube, including (as it is perfectly sealed) swarms and gas attacks. The inside of the cube is dark, and air cannot get in or out so the wearer must hold his breath starting on the third round after activating the cube. Attacks sufficient to destroy one side of the cube cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. Otherwise, the cube reverts to shield form upon command, if the wearer moves from his current space, or the wearer falls unconscious or dies.