Shield | Shield Bonus | Non Prof Pen | BAB type | Skill Rank type | Spell type | GP Cost | Weight
[row color=green]* | * | * | * | Shields | * | * | *
|
Buckler | +1 | -1 | Adamant | Iron | Silver
|
Large Shield | +2 | -2 | Spiked | Hide | Darkwood
[row color=green]* | * | * | * | Great Shields | * | * | *
|
Great Shields | +4 | -4 | Tower Shield | Kite Shield | Bone Wall
|
More Great Shields | +4 | -4 | Ice Aegis | Kappa Shell | Psychic (aka Tower Shield of Iron Will)
|
Adamant Buckler
+1 BAB: You may use a weapon with the hand using the Buckler (including two handed weapons), but you suffer a -1 penalty to attack with that weapon.
+4 BAB: Any weapon you wield with the hand using this buckler (including two handed weapons) counts as Adamant for purposes of overcoming damage reduction
+7 BAB: When you use the Expertise option, you receive a dodge bonus equal to twice the penalty you take on attacks. You are still limited to a maximum dodge bonus equal to your BAB, but now you can reach that maximum with a lesser penalty.
+10 BAB: You gain Acid resistance 10
Cold Iron Buckler
a favorit among swashbucklers, this scales with ranks in Tumble
4 Ranks Tumble: You may use a weapon with the hand using the Buckler (including two handed weapons), but you suffer a -1 penalty to attack with that weapon.
7 Ranks Tumble Any weapon you wield with the hand using this buckler (including two handed weapons) counts as Cold Iron for purposes of overcoming damage reduction
10 Ranks Tumble : When you use the Expertise option, you receive a dodge bonus equal to twice the penalty you take on attacks. You are still limited to a maximum dodge bonus equal to your BAB, but now you can reach that maximum with a lesser penalty.
13 Ranks Tumble You gain Cold resistance 10
Silver Buckler
1st level spells: You may use a weapon with the hand using the Buckler (including two handed weapons) but you suffer a -1 penalty to attack with that weapon
3rd level spells: Any weapon you wield with the hand using this buckler (including two handed weapons) counts as Alchemical Silver for purposes of overcoming damage reduction
4th level spells: When you use the Expertise option, you receive a dodge bonus equal to twice the penalty you take on attacks. You are still limited to a maximum dodge bonus equal to your BAB, but now you can reach that maximum with a lesser penalty.
5th level spells: You gain Electricty resistance 10
Spiked Shield:
+1 BAB: You may use this shield as an offhand light piercing weapon that deals 1d6 (medium) and has a x3 crit multiplier. If you are proficient with this shield, you are proficient in using it as a weapon
+4 BAB: Whenever an opponent misses you with a melee attack, that provokes an AoO from you. You may only take AoO provoked thusly with the spiked shield.
+7:You can throw your shield, using it to make a thrown weapon attack or to performing any special combat maneuver (disarm, trip, bullrush, etc) with a range increment equal to twice your natural reach.
+10 BAB: You may attack with the spiked shield (including thrown attacks) as a swift action
hide Shield:
4 rank intimidate: You can use your shield as a point of leverage, adding the shild bonus to Disarm and Bullrush attempts.
7 ranks intimidate: you add your shield bonus (including any enhancement) to your saves vs fear effects
10 ranks intimidate: whenever any attack or effect targets any item on your person, you may choose to have that effect target your shield instead. This applies against disarm, sunder,
rusting, magic drain, dispel,
disjunction and all similar effects
13 ranks intimidate: All allies and followers within your reach may benefit from your shield bonus instead of their own
Darkwood Shield:
1st level spells: when you fail at casting defensively you only lose the action, not the spell
3rd level spells: add shield bonus to resist / escape grapples
4th level spells: sac Xth level spell for
lesser globe of invuln
5th level spells: sac 5th level spell for
spell resistance
Great Shields:
Tower Shield (bab
+1 BAB
+4 BAB
+7 BAB: Auto-Succeed on a Fort Save as an immediate action
+10 BAB: spend move action to become immune to all ranged attacks.
?add shield bonus to DR?
Ice Aegis (bab): formed from never-melt Ice
+1 BAB: Fire and Cold Resistance 10
+4 BAB Dispel [Fire] and [Water] effects with a touch, BAB=Caster level for dispel check
+7 BAB Auto-Succed on a will save as an immediate action
+10 BAB Fire and Cold Immunity (absorbtion to temp HP?)
Kappa Shell (skill)
Kite Shield (handle animal?)
4 ranks: add shield bonus to ride? and tumble? checks
7 ranks: reduce critical hit severity by one multiplier
10 ranks
13 ranks
Psychic (spells)
1st: remove fear
3rd: nondetection
4th: immune to stun and daze
5th: as immediate action, succeed on a will save.
Bone Wall (spell)
1st: +2 bonus to save vs [Death] or Necromancy spells and effects
3rd:: Recover 5 HP every time you cast a spell from the school of Necromancy or use a (Sp) ability that acts as such a spell.
4th: You gain positive/negative energy resistance 10 and +2 turn resistance
5th: Whenever you are the target of any effect you may choose whether you wish to be treated as Undead or living against that effect. Thus a living wielder can be immune to poison as undead are or an undead bearer can be immune to a Turning attempt.