Heirloom Shield
This antique, teardrop-shaped shield has clearly been well- maintained. It shows no trace of rust despite its age, and the crest emblazoned on the front of the shield shines in the light, reflecting beams of sun even in the midst of battle.
Bonding with the Heirloom Shield allows its bearer to direct it with little more than a thought, and those who prove their heroism may even learn to command it to protect their friends or attack their foes.
Base Stats
Base: Kite Shield
While you have this shield equipped, you have Resist Physical +2.
The Heirloom Shield is psionically bonded with your Essence. When you are Surprised, your shield automatically equips itself to you provided that you have at least one free hand and the shield was no more than 60 ft away from you.
Enhancements
Each time you gain an enhancement for this artifact, choose from the following list of enhancements. Note that some have prerequisites, such as being a certain character level or having another enhancement feature already.
Shield Wall
Enhancements from this grouping allow you to create barriers in front of you and your allies.
| Enhancement | PreReq | Description |
|---|---|---|
| Defensive Shell | Character Level 9 | Spend 2 AP to cause a defensive barrier to emanate from the shield in a 15 ft radius until the end of your next turn. Creatures outside the barrier that attempt to target creatures within the barrier with a ranged attack suffer 3 TD to their attack roll. |
| Take Cover | Spend 2 AP to take a defensive position. Allies within a 15 ft cone originating from you are Protected from ranged attacks originating closer to you than to them until the end of your next turn. | |
| Loyal Guardian | When an ally within 5 ft of you is targeted by an attack, you may spend 1 Reactive AP to cause the shield to fly to them and intercept the attack. You lose any defensive benefits provided by the shield, and your ally gains the same benefits, though they cannot activate the shield’s additional effects. At the start of your next turn, the shield returns to you, and you regain the benefits of wielding it. |
Deflect and Reflect
Enhancements from this grouping allow the shield to absorb power from attacks.
| Enhancement | PreReq | Description |
|---|---|---|
| Retaliate | When an enemy misses you with a physical attack while you have the shield equipped, you gain +1 TA against that enemy until the end of your next turn. | |
| Retaliate II | Retaliate | When you have TA against an enemy due to the Retaliate feature, you deal +1d6 damage to that enemy whenever you hit them. |
| Elemental Absorption | When you take elemental damage, you may spend 1 Reactive AP to absorb some of the elemental magic into the shield. The next time a creature hits you with an attack, they take 1d8 damage of the same type as the damage you initially took. (2/Catch Breath) | |
| Turn the Tides | Character Level 13 | When you would take damage from an attack, you may spend 1 Reactive AP to absorb the attack’s force into the shield instead. You take no damage from the triggering attack. Instead, make a LUCK attack against the FORT of each creature in a 10 ft radius as a shockwave emanates from the shield. On a hit, the creature is knocked Prone. (1/Rest) |
Bold Charge
Enhancements from this grouping sacrifice some of the shield’s defensive capability to improve your offensive abilities.
| Enhancement | PreReq | Description |
|---|---|---|
| Aerodynamic Shield | You may use the shield as a thrown weapon. Gain the Shield Throw attack.
When you use the shield as a thrown weapon, it returns to your hand at the start of your next turn. It is not considered equipped while it is not in your hand, and you do not gain its defensive benefits until it returns to you. | |
| Good Offense | The Heirloom Shield’s bonus to AR is reduced to +1, and it no longer provides a bonus to FORT. While the shield is equipped, you gain a +1 bonus to the attack and damage rolls of your weapon attacks. |
Shining Beacon
Enhancements from this grouping taunt enemies and inspire your allies.
| Enhancement | PreReq | Description |
|---|---|---|
| Battle Cry | Character Level 13 | When you move at least half your walking speed and make an attack, you may spend 1 AP to cause allies within 30 feet of you to become Focused against the target of your attack. Each ally affected remains Focused on the target until the target dies, the ally attacks another target, or the ally can no longer see the target. (2/Rest) |
| Bright Bulwark | Spend 1 AP to cause the Heirloom Shield to glow with bright light in a 40 ft radius for one minute. Hostile creatures with a CHA lower than yours are Taunted by you while within the light. (2/Catch Breath) | |
| Vengeful Taunt | When an attacker would miss you with an attack, you may choose to spend 1 Reactive AP to give the attacker a +3 to the attack. If the attack still misses, the attacker becomes Frightened of you until the end of its next turn. If the attack hits, the creature is Engaged by you until it leaves your reach or you attack another creature. |