Shields are a type of Armor in Pathfinder: Wrath of the Righteous. Shields can provide our character with additional protection and many can also be used to harm Enemies as if it were a Weapon. Below you can find a list with all the Shields in Pathfinder: Wrath of the Righteous

 

 

Shields in Pathfinder: Wrath of the Righteous

 

Comparison Table

Quick Search of All Shields

 

Name

Type

Enhance

Properties

Bonus

Arrowguard

Buckler +4   This +4 buckler grants its wielder an additional +3 bonus to AC against ranged attacks.

Bashing Shield

Heavy Shield +1   This +1 shield was specifically designed to perform a shield bash. It deals damage as if it were a weapon of three size categories larger (Medium Light shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash.)

Blessed Defense

Heavy Shield +3   This +3 shield gives its wielder the ability to cast divine power spell once per day as a 7th level cleric.

Ironclad Will

Heavy Shield +4   This + heavy steel shield grants its wielder a +4 morale bonus on Will saving throws.

Unbreakable Bastion

Tower Shield +4   This +4 tower shield grants its wielder a +4 resistance bonus on all saving throws, and a +4 deflection bonus to AC.

Heart of Thunder

Light Shield +5   This +5 light wooden shield grants its wielder immunity to being paralyzed and the ability to cast shout, greater spell three times per day as a 7th level wizard.

Northern Lights

Light Shield +1   This +1 light wooden shield grants its wielder cold resistance 10 and a +1 resistance bonus to Fortitude saving throws.

Bulwark

Heavy Shield +2   This +2 heavy wooden shield grants its wearer a +5 competence bonus to Perception checks, and acid resistance 15.

Wild Guardian

Heavy Shield +3   This +3 heavy wooden shield grants its wearer a +3 resistance bonus to Will saving throws, and a +4 enhancement bonus to Constitution.

Heavy Shield of Lesser Cold Resistance

Heavy Shield +1   This +1 heavy shield grants its wielder cold resistance 10.

Light Shield of Lesser Negative Energy Resistance

Light Shield +1   This +1 heavy shield grants its wielder negative energy resistance 10.

Colossal Shade

Tower Shield +3   This tower shield grants its wielder a +3 bonus on saving throws against blindness.

Ratcather's Buckler

Buckler +2   This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of Vermins.

Heavy Shield of Elemental Protection

Heavy Shield +2   This +2 heavy shield grants its wielder acid resistance 15 and fire resistance 15.

Ray Blocker

Light Shield +3   This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of Evocation school.

Tower Shield of Elemental Protection

Tower Shield +2   This +2 tower shield grants its wielder electricity resistance 15 and cold resistance 15.

Ancestral Dwarven Shield

Heavy Shield +2   This +2 heavy shield grants its wielder DR 2/-.

Flameguard

Tower Shield +1   This +1 tower shield grants its wielder a +3 resistance bonus on Reflex saving throws and fire resistance 10.

Protector of Unjust

Heavy Shield +2   This +2 heavy shield gives wielder +2 resistance bonus on saving throws. Both its AC and saving throw bonuses increase by 2 against spells, abilities and attacks by good or lawful outsiders. Cannot be equipped by lawful or good characters.

Bladeguard

Buckler +3   This +3 buckler grants its wielder an additional +3 bonus to AC against melee attacks.

Child of the Wind

Heavy Shield +3   This +3 heavy shield increases the wielder's speed by +10 feet.

Defender's Bulwark

Tower Shield +3   This +3 tower shield grants its wielder DR 2/-.

Forewarning

Light Shield +3   This +3 light shield grants its wielder immunity to critical hits.

Walls of the Sanctuary

Tower Shield +5   This +5 Tower Shield has a +6 deflection bonus to AC and allows its wielder to make all party members except the wielder invisible as under the greater invisibility spell effect. This power can be used for 20 rounds per day. These rounds do not need to be consecutive.

Wyrmwall

Tower Shield +5   This +5 tower shield grants its wielder a +4 bonus to saving throws against fire, acid, cold and electricity, and a +2 bonus to AC against Huge or larger creatures.

Bastion of Lion's Heart

Tower Shield +2   This +2 tower shield grants its wielder negative energy resistance 10 and a +1 morale bonus on saving throws against fear effects.

Dawn of Life

Tower Shield +3   This +3 tower shield weighs twice as much as a usual tower shield and limits its wielder's speed to 20 feet. Whenever the wielder receives a critical hit, they are healed for the amount of HP equal to the number of their Hit Dice.

Divine Protector

Heavy Shield +2   This +2 mithral heavy shield grants its wielder DR 5/magic.

Eluding Target

Buckler +2   This +2 buckler grants its wielder a +2 dodge bonus to AC against attacks with two-handed weapons.

Shield of Magical Retribution

Light Shield +2   Whenever an enemy hits the wielder of this +2 light shieldwith any touch attack (melee or ranged), that enemy suffers 2d6 force damage.

Painful Remorse

Heavy Shield +2   Whenever the wielder of this +2 spiked heavy shield uses it for a shield bash, it behaves like a vicious weapon, dealing an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.

Immaculate Petal

Heavy Shield +4   This +4 heavy shield grants its wearer spell resistance 17 as well as negative energy resistance 30.

Deceiving Facade

Buckler +1   Whenever the wielder of this +1 buckler receives a critical hit, they are affected with the effect of a mirror image spell that produces 2 mirror images that last 2 rounds.

Buckler of Ray Negation

Buckler +3   This +3 buckler grants the wearer a +5 bonus to AC against ranged touch attacks.

Heavy Shield of Innate Trust

Heavy Shield +3   This +3 heavy shield grants the wearer a +3 bonus to CMB.

Light Shield of Cursed Allegiance

Light Shield +3   This +3 light shield emanates a cursed aura: whenever an ally adjacent to this shield's wielder is attacked, the enemy must pass a Will saving throw (DC 21) against this curse or suffer a -3 attack penalty on the next attack roll.

Shield of Holy Thorn

Heavy Shield +3   Whenever the wielder of this +3 spiked holy heavy shield uses it for a shield bash, it behaves like a holy weapon, dealing an extra 2d6 points of holy damage to the opponent.

Warden of Darkness

Tower Shield +4   This +4 mithral tower shield gives the wielder DR 5/good and a -2 penalty to attack rolls against evil characters. It can be worn only by evil-alligned creatures.

Buckler of Protective Elements

Buckler +4   Whenever the wielder of this +4 buckler becomes a target of a spell that deals elemental damage (even if such effect was prevented by spell or elemental resistance), he gains immunity to the corresponding element for 1 round.

Charred Bulwark

Heavy Shield +4   This +4 heavy shield grants its wielder immunity to cold and a +1 bonus to AC against Medium and smaller creatures.

Shield of Incorruptible Heart

Heavy Shield +4   This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against evil creatures. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric.

Spellbreaker

Tower Shield +4   This +4 tower shield grants its wielder a +10 competence bonus on saving throws against Evocation school spells.

Talion Keeper

Light Shield +4   This +4 spiked light shield provokes a shield bash dealing 2d6 piercing damage to the attacker whenever its wielder is critically hit.

Ancient Wood

Light Shield +5   This +5 light shield grants its wearer a +15 competence bonus on Lore (Nature) skill checks and a +3 competence bonus to AC against unarmed and natural attacks.

Assertion of Dominance

Heavy Shield +5   This +5 heavy shield grants its wielder immunity to slashing and piercing damage while the wielder is at full health.

Disk of Unbalance

Buckler +5   This +5 buckler grants its wearer a +2 circumstance bonus on attack rolls against enemies under movement-impairing conditions.

Flesh Tearer

Light Shield +5   This +5 spiked light shield grants its wearer a +2 insight bonus on attack and damage rolls against living enemies.

Holemaker

Heavy Shield +5   Whenever the wielder of this +5 spiked heavy shield confirms a critical hit, the enemy suffers a -2 penalty on attack rolls and becomes vulnerable to piercing damage for 2 rounds.

Shield of Chastise

Tower Shield +5   This +5 tower shield grants its wielder a +4 competence bonus to AC against touch attacks.

Impassable Guard

Tower Shield +5   This +5 tower shield grants its wielder DR 15/-.

Chillroar's Hide Spiked Light Shield

Light Shield +2   While you are wielding this +2 spiked light shield you deal +1 bonus damage per dice rolled for spells with cold descriptor. Whenever you use shield bash, the enemy has to pass a Fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than normal, until the end of battle.

Chillroar's Hide Spiked Light Shield (Altered)

Light Shield +2   While you are wielding this +2 spiked light shield you get 20 resistance to sonic damage and +2 on saving throws against sound based effect, if someone attacks with sonic damage, the enemy have to make a Reflex saving throw (DC 19) or sonic damage echoes from this shield, dealing all enemies if 10 feet area 3d6 sonic damage.

Light Shield of the Faultless Daybreak

Light Shield +3   Whenever this +3 mithral light shield is under the effect of Sacred Shield, each time the wielder bashes using this shield, it deals 1 d6 holy damage, an enemy must pass a Will saving throw (DC 18) or will be marked. If a marked creature dies, a Will-o-Wisp (CR 8) appears for 10 minutes or until a new Will-o-Wisp will be created, this Will-o-Wisp will try to heal and support your characters. This shield also deals additional 2d8 points of holy damage to undead creatures.

Light Shield of the Faultless Daybreak (Altered)

Light Shield +3   Whenever the enemy confirms a critical hit against the wielder of this +3 mithral light shield, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1 d4 rounds and suffer 4d6 positive energy damage. A successful saving throw negates the blindness and halves the damage.

Coldbite

Light Shield +2   While you are wielding this +2 spiked light shield you deal +1 bonus damage per dice rolled for spells with cold descriptor. Whenever you use shield bash, the enemy has to pass a Fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than normal, until the end of battle.

Bellowing Howl

Light Shield +2   While you are wielding this +2 spiked light shield you get 20 resistance to sonic damage and a +2 bonus on saving throws against sound based effects, if someone attacks with sonic damage, the wielder has to make a Reflex saving throw (DC 19) for sonic damage to echo from this shield, dealing all enemies in a 10 feet area 3d6 sonic damage.

The Undying Love of the Hopebringer

Heavy Shield +5  
This is a +5 spiked shield, this shield also has a +5 enchant bonus to attacks and damage made by it. Once per day the wielder can choose to assign Light or Dark aura for this shield. Light Aura — All enemies in a 30 feet range are under faery fire effect, all companions gain a +2 insight bonus to saving throws and skill checks.

Ratcatcher's Buckler

Buckler +2   This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of Vermins.

Kabriri Cultist's Light Shield +1

Light Shield +1   n/a 

Kabriri Cultist's Light Shield

Light Shield --   n/a

Kabriri Cultist's Heavy Shield

Heavy Shield --   n/a

Kabriri Cultist's Heavy Shield +1

Heavy Shield +1   n/a

Deskari Cultist's Light Shield

Light Shield --   n/a

Deskari Cultist's Light Shield +1

Light Shield +1   n/a

Deskari Cultist's Heavy Shield

Heavy Shield --   n/a

Deskari Cultist's Heavy Shield +1

Heavy Shield +1   n/a

Baphomet Cultist's Heavy Shield

Heavy Shield --    n/a 

Baphomet Cultist's Heavy Shield +1

Heavy Shield +1   n/a

Baphomet Cultist's Light Shield

Light Shield --   n/a

Baphomet Cultist's Light Shield +1

Light Shield +1   n/a

Mithral Light Shield

Light Shield --   n/a

Mithral Light Shield +2

Light Shield +2   n/a

Mithral Heavy Shield +2

Heavy Shield +2   n/a

Tower Shield +1

Tower Shield +1    n/a 

Tower Shield +2

Tower Shield +   n/a

Tower Shield +3

Tower Shield +    n/a 

Tower Shield +4

Tower Shield +   n/a  

Tower Shield +5

Tower Shield +   n/a

Light Shield +1

Buckler +1   n/a

Light Shield +2

Buckler +2   n/a

Light Shield +3

 Buckler +3   n/a

Light Shield +4

Buckler +4   n/a

Light Shield +5

Buckler +5   n/a

Buckler

Buckler --   n/a

Buckler +1

Buckler +1   n/a

Buckler +2

Buckler +2   n/a

Buckler +3

Buckler +3   n/a

Buckler +4

Buckler +4   n/a

Buckler +5

Buckler +5   n/a

Heavy Shield

Heavy Shield --   n/a

Heavy Shield +1

Heavy Shield +1   n/a

Heavy Shield +2

Heavy Shield +2   n/a

Heavy Shield +3

Heavy Shield +3   n/a

Heavy Shield +4

Heavy Shield +4   n/a

Heavy Shield +5

Heavy Shield +5   n/a

Blinding Light

Light Shield +3   Whenever the enemy confirms a critical hit against the wielder of this +3 mithral light shield, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. A successful saving throw negates the blindness and halves the damage.



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