Difference between revisions of "Shield (3.5e Creature Ability)"
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− | A creature with any type of shield may benefit from the [[Augment Shielding (3.5e Feat)|Augment Shielding]] feat, granting it 2 extra [[SRD:Hit Points|hit points]] per | + | A creature with any type of inherent shield ability may benefit from the [[Augment Shielding (3.5e Feat)|Augment Shielding]] feat, granting it 2 extra [[SRD:Hit Points|hit points]] per [[SRD:Hit Dice|HD]]. |
Revision as of 14:54, 18 January 2012
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Contents
Shield (Ex or Su)
Shield is a protection unique to certain creatures, most of which are constructs. A shield defends the creature it envelopes and has the ability to soak damage of most any kind. For every HD a creature has, the shield that protects it has 5 hit points. Shield hit points are generally regained at a rate of 1 hit point per HD per minute.
Shields that are technological in nature, such as those belonging to constructs are most often extraordinary in nature, whereas the shields of magical creatures and those granted by magic spells and items such as shield talismans are considered supernatural, and can be suppressed in an antimagic field.
As long as a shield has hit points remaining, any damage done to the protected creature is dealt to the shield instead. A shield can absorb damage of virtually any kind, from physical damage types (bludgeoning, piercing, slashing) to energy damage types (acid, cold, electricity and fire), to force damage, to even most typeless forms of damage. Shields are even effective against touch attacks. A shield can never absorb more damage than that it has hit points remaining, and any damage over that amount is dealt to the protected creature.
Only certain damage dealing effects can pass through a shield without being absorbed, such as a sonic effect, a gaze attack or psionic effects that allow a Will save, such as ultrablast. Line of sight and line of effect are unaffected by a personal shield. Nonstandard and conditional forms of damage such as from the reduced effect of a destruction spell or the corrosive effect of a rusting grasp aren't reduced by a shield.
An active shield with 1 or more hit points grants immunity to critical hits to any creature or object it protects.
Perimeter Shield
Certain creatures and objects possess shields that protect an area around them. As long as the shield has hit points remaining, it stops objects and energy outside it from passing through, like a wall of force, decreasing its hit points by the appropriate amount. Objects and energy coming from inside the perimeter shield can pass through unimpeded. Effects that can pass through shields can also pass through perimeter shields (like sonic energy).
If the damage caused to the perimeter shield by an area effect breaks through it, the area effect may continue beyond the perimeter shield if the area permits; otherwise its expansion is stopped at the edge of perimeter shield. In the case of an area effect caused by an explosive effect, like a fireball or an acid flask, the explosive projectile detonates upon impact with the shield. Regardless, the center of an explosive effect lies outside the perimeter shield.
The effective AC of the perimeter shield itself is 15 plus the deflection bonus it grants. Attacks originatig from outside the perimeter shield cannot directly target a creature inside it until the shield is down. Such attacks are resolved with the shield itself as the target.
Perimeter shields are projected as a spherical field around their source. A perimeter shield does not extend into floors or walls. The radius of the shield is listed in the object or creature's description. A perimeter shield blocks line of effect (except that of sonic effects) provided it has at least 1 hit point, but not line of sight.
Hard Shields
A few special creatures and objects have very powerful shields that can absorb a certain amount of damage from an attack without weakening, making even shields with a low amount of hit points hard to break through. These shields have a set hardness, subtracting that number from any damage the shield takes, to a minimum of 0. This particular property can be added to any type of shield.
Special Shield Types
Some forms of shielding have special properties. Specialized types of shields only block specific effects or specific forms of damage. A shield can have only a single specialized type.
Kinetic Shield (Ex)
Kinetic shields are shields that only stop high-speed physical projectiles. The stopping power of a kinetic shield is dependent on the speed of the object hitting it, providing a degree of deflection correspondent to the momentum of the object. The result is a shield that stops fast moving objects like weaponsfire but has no effects on slow moving objects, allowing the creature to interact with its environment without deflecting it.
Objects stopped by a kinetic shield include high speed objects and projectiles. Weapons such as handguns and rifles, cannons and particle beams are stopped, but lasers, energy effects and other massless or incorporeal weapons are not. Melee attacks are not stopped by a kinetic barrier, nor are slow-moving ranged attacks such as arrows or thrown projectiles.
Kinetic shields are a usual staple of science-fiction and are always extraordinary in nature. Shields can only emulate a single type
Spell Shield (Su)
Spell shields do not stop damage in the way normal shields do. Instead, they absorb incoming spells. Whenever a creature or object protected by a spell shield is targeted by a harmful spell, the spell is reduced to its base components upon touching the shield, converting it to raw energy that deals 5 damage to the shield per converted spell level. Spells that create area effects are only absorbed for the creature or within the area that a spell shield protects. If a creature has spell resistance, the spell shield takes effect against a spell only if the creature fails to resist it. Spells that do not allow spell resistance are not absorbed by a spell shield.
Spells absorbed by a spell shield deal 1 extra point of damage per spell level if the spellcaster has the Spell Penetration feat, and 2 extra points of damage per spell level if the spellcaster has the Greater Spell Penetration feat.
Damage dealt to a spell shield over its remaining hit points are not dealt to the protected creature. Instead, if the shield is a permanent ability, the shield maintains its negative hit points and remains down until its hit points are restored to positive values by the shield's natural recovery.
Spell shields are always supernatural in nature.
Psi-Shield (Su)
Psi-shields function the same way as spell shields do, except in that they absorb incoming psionic powers instead of spells. Powers that do not allow power resistance are not absorbed by a psi-shield.
Other Shield Types
Specialized shields exist for many purposes. Creatures that only need protection against a single type of effect do not need universal shields, that are usually prohibitively expensive, difficult to maintain and especially powerful. Possible types of shields specialized to a single group of effect types are listed below, complete with a summary of what they protect against and any further benefits they grant. All examples can be either extraordinary or supernatural, unless noted otherwise.
- Heat Shields: Grants permanent endure elements against high temperature effects, absorbs fire and heat damage.
- Electromagnetic Shield: Absorbs electricity damage and turns away projectiles and small objects made of metal.
- Psychic Shield (Su): Absorbs mind-affecting effects in the same way a spell shield does. Supernatural abilities that create mind-affecting effects count as spells with an effective level equal to half the attacking creature's HD for the purpose of interacting with a psychic shield, rounded down.
Special
A creature with any type of inherent shield ability may benefit from the Augment Shielding feat, granting it 2 extra hit points per HD.
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