Energy Shield (3.5e Equipment)
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And armor enchanted with this ability grants its bearer a given number (X) of temporary hits points every few (Y) rounds. These temporary hit points are lost before the wearer's actual hit points take damage.
Notes:
- A shield may not take more than 5 rounds to recharge.
- A death effect immediately removes all temporary hit points granted by the shield and the wearer must then save against the original DC or be dazed for one round.
- A shield confers no special immunity to grappling or status effects, though it does protect the bearer from other types of damage, such as from energy sources.
The cost of this enhancement depends on the shield's deflective power and how quickly it regenerates once overwhelmed.
The formula for determining price is as follows: [(X * {1/Y})/5]2 * 1000. A table is given below for quick consultation.
Shield Value | Cost |
---|---|
5 | 1000 |
10 | 4000 |
15 | 9000 |
20 | 16000 |
25 | 25000 |
30 | 36000 |
35 | 49000 |
40 | 64000 |
45 | 81000 |
50 | 100000 |
55 | 121000 |
60 | 144000 |
65 | 169000 |
70 | 196000 |
75 | 225000 |
80 | 256000 |
85 | 289000 |
90 | 324000 |
95 | 361000 |
100 | 400000 |
- Shield Value 5-20: Faint abjuration, aid, mage armor, or shield.
- Shield Value 25-50: Moderate abjuration; stoneskin.
- Shield Value 55-95: Strong abjuration; repel metal or stone.
- Shield Value 100+: Overwhelming abjuration.
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