Armor and Shields: Difference between revisions

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| Align="left" | [[Armor and Shields#Shield, Wooden Tower|Tower Wooden Shield]] || 30 gp || AC 4 || Align="left" | No shield-hand use, no shield bash, total cover, -2 to-hit || +2 || -10 || 50% || 30 || 20 || 5 || 45 lbs.
| Align="left" | [[Armor and Shields#Shield, Wooden Tower|Tower Wooden Shield]] || 30 gp || AC 4 || Align="left" | No shield-hand use, no shield bash, total cover, -2 to-hit || +2 || -10 || 50% || 30 || 20 || 5 || 45 lbs.
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{| class="ep-default" style="text-align:center" width="95%"
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! colspan="11" | [[Armor and Shields#Shields|Extras]]
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! width="10%" rowspan="2" | Armor || width="7%" rowspan="2" | Cost || width="7%" rowspan="2" | Armor/Shield Bonus || rowspan="2" | Special || width="7%" rowspan="2" | Max Dex Bonus || width="7%" rowspan="2" | [[Skills#More_Information_on_Armor_Check_Penalties|Armor Check Penalty]] || width="7%" rowspan="2" | Arcane Spell Failure || colspan="2" width="14%" | Speed || rowspan="2" width="7%" | Durability || rowspan="2" width="7%" | Weight
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! width="7%" | 30 Move || width="7%" | 20 Move
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| Align="left" | [[Armor and Shields#Armor Spikes|Armor Spikes]] || +50gp || - || Align="left" | NA || - || - || - || - || - || - || +10 lbs.
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| Align="left" | [[Armor and Shields#Gauntlet, Locked|Gauntlet, Locked]] || 8 gp || - || Align="left" | Hand not free to cast spells. || - || special || - || - || - || - || +5 lbs.
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| Align="left" | [[Armor and Shields#Shield Boss, Breakaway|Shield Boss, Breakaway]] || 120 gp || - ||  Align="left" | NA || - || - || - || - || - || - || 10 lbs.
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| Align="left" | [[Armor and Shields#Shield Boss, Hooked|Shield Boss, Hooked]] || 80 gp || - ||  Align="left" | NA || - || - || - || - || - || - || 10 lbs.
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| Align="left" | [[Armor and Shields#Shield Boss, Illuminating|Shield Boss, Illuminating]] || 35 gp || - ||  Align="left" | NA || - || - || - || - || - || - || 10 lbs.
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| Align="left" | [[Armor and Shields#Shield Boss, Masterwork|Shield Boss, Masterwork]] || +50 gp || - ||  Align="left" | NA || - || - || - || - || - || - || -
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| Align="left" | [[Armor and Shields#Shield Boss, Reinforcing|Shield Boss, Reinforcing]] || 30 gp || - ||  Align="left" | NA || - || - || - || - || - || - || 10 lbs.
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| Align="left" | [[Armor and Shields#Shield Spikes|Shield Spikes]] || +10 gp || - || Align="left" | NA || - || - || - || - || - || - || +5 lbs.
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| Align="left" | [[Armor and Shields#Shield, Throwing|Shield, Throwing]] || +50 gp || - || Align="left" | NA || - || - || - || - || - || - || -
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| colspan="11" align="left" | A War shield is strapped to the forearm and secured around the shoulders with a harness, as well as gripped by the hand. The hand and arm holding a War shield can do nothing else. Instead of move actions, donning and removing a war shield are full round actions.  War Shields are so heavy and so tightly strapped to the user's body that they cannot be used to perform shield bashes.  As such, there is no damage entry for a War Shield. (Note that Shield Spikes may still be installed on a War Shield, and if they are, then the Spikes can be used to attack, even though the bare shield cannot.) War shields are noticeably larger than a heavy shield, and are more heavily built, to boot.  To use a War Shield, you must take the feat [[Shield Use: War Shield]].  Once you take this feat, a War Shield is treated as a heavy shield for all other feats you may take.  A War shield commonly covers "from chin to shin".  You cannot use a war shield to grant yourself cover. When employing a war shield in combat, you take a -1 penalty on attack rolls because of the shield's size, mass, and strappings.
| colspan="11" align="left" | A War shield is strapped to the forearm and secured around the shoulders with a harness, as well as gripped by the hand. The hand and arm holding a War shield can do nothing else. Instead of move actions, donning and removing a war shield are full round actions.  War Shields are so heavy and so tightly strapped to the user's body that they cannot be used to perform shield bashes.  As such, there is no damage entry for a War Shield. (Note that Shield Spikes may still be installed on a War Shield, and if they are, then the Spikes can be used to attack, even though the bare shield cannot.) War shields are noticeably larger than a heavy shield, and are more heavily built, to boot.  To use a War Shield, you must take the feat [[Shield Use: War Shield]].  Once you take this feat, a War Shield is treated as a heavy shield for all other feats you may take.  A War shield commonly covers "from chin to shin".  You cannot use a war shield to grant yourself cover. When employing a war shield in combat, you take a -1 penalty on attack rolls because of the shield's size, mass, and strappings.
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== Extras ==
====Armor Spikes====
Armor spikes deal extra piercing damage (see spiked armor on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a 4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You cant also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An Enhancement Bonus to a suit of armor does not improve the spikes effectiveness, but the spikes can be made into magic weapons in their own right.
====Gauntlet, Locked====
It provides a +10 bonus to your [[Maneuver Defense]] to keep from being [[disarm]]ed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.
The price given is for a single locked gauntlet. The weight given applies only if youre wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.
While the gauntlet is locked, you cant use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)
Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.
====Shield Boss====
A shield boss is a sturdy steel device that fastens to the front of a shield, providing metal support struts that radiate outward from the center of the shield, reinforcing its structure. A shield boss can be added to a buckler, light steel or wooden shield, or heavy steel or wooden shield. Tower shields are too large for a typical shield boss, though one can be crafted to fit a tower shield for an additional 300 gp. Attaching or removing a shield boss requires 10 minutes of work and a successful DC 15 Craft (armor) check; on a failure, the shield boss is not successfully attached or removed and the shield takes 1d6 points of damage that bypasses any hardness.
====Shield Boss, Breakaway====
The metal stud at the center of the reinforcing boss holds a compartment large enough to insert a single splash weapon, such as a vial of acid or alchemists fire, as a full-round action. On a successful shield bash attack, the weapon vial breaks and deals damage to the target as though it were directly hit by the splash weapon. The shield takes the normal amount of splash damage for being adjacent to the target, but no other creatures adjacent to the target take splash damage from this effect. A new splash weapon must be inserted into the breakaway boss for it to be used again.
====Shield Boss, Hooked====
The struts on this reinforcing boss bear large, sturdy hooks, which can be used to snag an opponents clothing or armor, causing it to stumble. You can attempt trip combat maneuver checks with this shield. If the combat maneuver check is successful, the opponent does not fall prone, but is considered flat-footed until the beginning of its next turn.
====Shield Boss, Illuminating====
The stud at the center of this reinforcing boss contains a covered slot large enough to insert a sunrod. Installing a lit sunrod into an illuminating boss is a full-round action. If you shake the shield firmly as a move action, you can flip a metal flap fitted over the slot to conceal or reveal the sunrods glow.
====Shield Boss, Masterwork====
Any of the bosses listed above, including the basic reinforcing boss, can be masterwork. A masterwork reinforcing boss increases the shields current and maximum hit points by 15 instead of 10 and doesnt increase the attack roll penalty.
====Shield Boss, Reinforcing====
A reinforcing boss provides extra protection to a shield, increasing the shields current and maximum hit points by 10. The boss makes the shield 10 pounds heavier and more unwieldyif the shield imposes a penalty on attack rolls, as do bucklers and tower shields, the penalty increases by 1. Common improvements to the basic reinforcing boss include the following.
====Shield Spikes====
These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see [[Shield Spikes (Weapon)]]). You cant put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.
An [[Enhancement Bonus]] on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
====Shield, Throwing====
This shield is designed for throwing and has specially designed straps allowing you to unclasp and throw it as a [[free action]]. Tower shields cannot be throwing shields. Neither a shields [[Enhancement Bonus]] to [[AC]] nor its [[Shield Spikes (Weapon)]] apply on your attack or damage rolls.

Revision as of 15:13, 10 August 2017