A magic shield gives you additional protection, a special
ability, or both. As with magic armor, you add the “plus” to the
regular shield’s AC bonus. For example, a heavy steel shield
normally adds +2 to your Armor Class, so +1 heavy steel shield
adds +3 to your Armor Class.
A +1 shield always costs 1,150 gp more than regular armor.
+2 armor always costs 4,150 gp more than regular armor.
+1 SHIELD
|
d%
|
1-80 |
|
|
+1,150 GP
|
This is a +1 light steel shieldor a +1 heavy steel shield(equal chances for either). |
+1 ARROW CATCHING SHIELD
|
d%
|
81-82 |
|
|
4,170 GP
|
This +1 heavy steel shield gives you an extra +1 bonus to your AC against ranged weapons. Ranged weapon attacks against your adjacent allies divert to you (the enemy attacks you instead). |
+1 BLINDING SHIELD
|
d%
|
83-84 |
|
|
4,170 GP
|
Twice per day, spend a standard action to make this +1 heavy steel shield flash with brilliant light. Everyone except you within 20 feet must make a DC 14 Reflex save or be blinded for 1d4 rounds. |
+1 FEATHERED SHIELD
|
d%
|
85-87 |
|
|
4,459 GP
|
This +1 light steel shield automatically activates a feather fall spell on you if you fall more than 5 feet. |
+1 LIGHT FORTIFICATION SHIELD
|
d%
|
88-90 |
|
|
4,159 GP
|
If you are critted or sneak attacked while wearing this +1 light steel shield, roll d%. If you roll 76–100, the shield’s magic turns the attack into a normal hit without extra critical or sneak attack damage. |
+2 SHIELD
|
d%
|
88-90 |
|
|
+4,159 GP
|
This is a +2 light steel shield or a +2 heavy steel shield(equal chances for either). |
|