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Dwarven Light Tower Shield
Martial One-Handed Melee
Race Restrictions: Dwarf
Size Restrictions: Small, Medium, Large
Critical: ×2
Range Increment:
Type: Bludgeoning
Shield Bonus: +2
Maximum Dex Bonus: +2
Armor Check Penalty: −10
Arcane Spell Failure Chance: 40%
Hardness (Iron): 10
Hardness (Wood): 5
Size Cost Damage Weight HP
Steel Wood Steel Wood Steel Wood
Fine 12 gp 4 gp 1 sp 1 2 lb. 1-1/2 lb. 2 2
Diminutive 12 gp 4 gp 1 sp 2 2 lb. 1-1/2 lb. 3 2
Tiny 12 gp 4 gp 1 sp 1d2+1 2 lb. 1-1/2 lb. 7 4
Small 24 gp 8 gp 4 sp 1d3+1 9 lb. 7-1/2 lb. 12 9
Medium 24 gp 8 gp 4 sp 1d4+1 18 lb. 15 lb. 24 18
Large 48 gp 16 gp 8 sp 1d6+1 36 lb. 24 lb. 48 36
Huge 96 gp 33 gp 6 sp 1d8+2 90 lb. 70 lb. 96 72
Gargantuan 192 gp 67 gp 2 sp 2d6+3 175 lb. 135 lb. 192 134
Colossal 384 gp 134 gp 4 sp 3d6+5 220 lb. 170 lb. 384 288

Description[edit]

You strap a Dwarven invented tower shield to your forearm and grip it with your hand. This tower shield doesn't allow you use of your shield hand for anything else. This tower shield is light enough for any Dwarf to use it for the purposes of shield bashing and may be further modified to include spikes. These specialized shields would not be crafted for races other than a Dwarf, as they would serve minimal purpose and better alternatives would exist for them.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.

Shield Bash Attacks: You can bash an opponent with this tower shield, using it as an off-hand weapon. Used this way, a tower shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a tower shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Enhancements[edit]

Shield Spikes: When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. Otherwise, attacking with a spiked shield is like making a shield bash attack.

Table: Tower Spiked Shield Damage
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1 1d2+1 1d3+1 1d4+2 1d6+2 1d8+3 2d6+3 3d6+4 4d6+4

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.

Compared to a regular heavy shield, a heavy spiked shield costs 10 gp more and is 5 lb. heavier.

Tower Shield Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 20 gp 170 gp 10 20
Wood 7 gp 157 gp 5 15
Adamantine 2,020 gp 20 26 Bypass hardness less than 20
Deep Crystal 1,007 gp 10 45 Psionic
Mundane Crystal 153 gp 8 37 No rusting, not metal
Darkwood 257 gp 5 15 1/2 weight
Dragonhide 314 gp 10 15 Usable by druids
Iron, Cold 40 gp 190 gp 10 20 Magical enchantments cost an additional 2,000 gp.
Mithral 1,020 gp 15 20 1/2 weight, no arcane spell failure chance
Silver, Alchemical 110 gp 260 gp 8 6 −1 damage
  1. Unlike other weapons, shields do not gain an enhancement bonus on attack rolls from being masterwork quality. Instead their armor check penalties are lessened by 1.

Race Restriction[edit]

Because of this shield being designed by Dwarves, for Dwarves, it is specially made for them to wield this tower shield. If any other race who were to wield it other than a Dwarf, they would not gain the full benefit of the shield. For races other than Dwarf, this shield will provide full cover and act as a proper tower shield if the size of the other race is the same, or smaller, than the dwarf who wielded it, however at a 5ft move penalty and will require an appropriate Strength check to ensure they are able to carry this shield. For any races who are of equal size or larger, and appropriate strength, this shield will instead be considered an Exotic Light Weapon, not offer full-cover and instead will have the following stats as they are untrained and wielding this type of shield is not intended for them:

Dwarven Light Tower Shield
Exotic Light Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Shield Bonus: +1
Maximum Dex Bonus:
Armor Check Penalty: −8
Arcane Spell Failure Chance: 30%
Hardness (Steel): 10
Size Cost Damage Weight HP
Steel Wood Steel Wood Steel Wood
Fine 2 lb. 1-1/2 lb. 2 2
Diminutive 1 2 lb. 1-1/2 lb. 3 2
Tiny 2 2 lb. 1-1/2 lb. 7 4
Small 1d2 9 lb. 7-1/2 lb. 12 9
Medium 1d3 18 lb. 15 lb. 24 18
Large 1d4 36 lb. 24 lb. 48 36
Huge 1d6 90 lb. 70 lb. 96 72
Gargantuan 1d8 175 lb. 135 lb. 192 134
Colossal 2d8 220 lb. 170 lb. 384 288
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