Shields Revised (3.5e Variant Rule)
| |||||||||
Rate this article Discuss this article |
Contents
Shields Revised[edit]
Shields are kind of a main staple of the whole medieval fantasy warrior thing that a lot of D&D campaigns are built around. That said, the way shields are implemented in core D&D, their functionality is more like a second source of armor. This leaves some things to be desired.
This transformational variant rule intends to fix some of these things, making shields more than simply an additional source of AC. Plus, with many variant rules in existence that smoothes over character progression (such as Scaling Benefits), I don't feel this game benefits much from shields as just another numerical bonus to your defenses.
The Functionality of a Shield[edit]
A shield is a barrier that you carry with you, to absorb damage. How much damage a shield can absorb depends on how heavy the shield is, what material it is made out of, and the user's Strength.
Guard[edit]
A shield confers to its user a guard. The user may use his shield to 'block' - that is, put up the guard - against any attack or effect as a free action usable as many times as he is allowed to make attacks of opportunity per round. As such, dedicated shield users may wish to take Combat Reflexes or an equivalent feat.
To be able to guard with a shield, the user must be aware of the attacker and be allowed his Dexterity bonus to AC. A flat-footed defender cannot guard.
When a defender with a shield uses his guard against an incoming attack, the damage of that attack is dealt to the guard. If the guard is broken (is reduced to 0 or below), the defender needs to make a Fortitude save with a DC equal to 10 + half the enemy's proficiency value + the enemy's relevant ability score modifier. Here, the proficiency value is either base attack bonus for ordinary attacks, caster level for spells, manifester level for powers, initiator level for maneuvers, etc., and the relevant ability score modifier is either Strength in case of physical attacks, or the ability score that determines the power of your spellcasting, manifesting or other form of ability that was being used to break the guard.
The defender can protect himself from more damage if he has a high Strength score, as per the Reduction column on Table: Shields below.
Particularly powerful shields wielded by a highly proficient melee fighter may make their guard nigh invincible, but using guard all the time will wear down your gear. Any damage that is reduced by the guard is dealt to the shield itself (and is reduced by the shield's hardness). Once the shield's hit points are reduced to 0, it no longer grants its shield bonus to AC and cannot be used to guard anymore until it is repaired.
Revised Shield Statistics[edit]
Shield Type | Shield Bonus | Guard | Hit Points2 | Hardness2 | |||
---|---|---|---|---|---|---|---|
Type | Guards Against | Value | Reduction1 | ||||
Buckler | +1 | Targeted | Physical | 0 | ½×Str | 5 (+5) | 10 (+2) |
Light wooden shield | +1 | Targeted | Physical, Electricity | 0 + ½ BAB | ½×Str | 7 (+10) | 5 (+2) |
Light steel shield | +1 | Targeted | Physical, Fire | 0 + ½ BAB | ½×Str | 10 (+10) | 10 (+2) |
Heavy wooden shield | +2 | Targeted | Physical, Electricity | 5 + ½ BAB | ½×Str | 15 (+10) | 5 (+2) |
Heavy steel shield | +2 | Targeted | Physical, Fire | 5 + ½ BAB | ½×Str | 20 (+10) | 10 (+2) |
Greatshield, wooden | +3 | Total | Physical, Electricity | 10 + ½ BAB | 1×Str | 25 (+15) | 5 (+2) |
Greatshield, steel | +3 | Total | Physical, Fire | 10 + ½ BAB | 1×Str | 30 (+15) | 10 (+2) |
Shield, tower | +4 | Total | Physical, Fire, Electricity | 10 + BAB | 1×Str | 40 (+20) | 10 (+2) |
|
Masterwork Shields[edit]
A masterwork shield increases the effective Strength of its user by 2 only for the purpose of reducing guard damage (see the Guard Reduction column in the above table). It also has +5 extra hit points and +2 hardness.
A masterwork element for a shield adds 300 gp to the price.
Magic Shields[edit]
A magic shield increases the effective base attack bonus for the purpose of determining guard strength and the effective Strength score for the purpose of reducing guard damage by +2 per point of enhancement bonus. This overwrites the bonus from masterwork.
Back to Main Page → 3.5e Homebrew → Variant Rules