Hrafn (Raven)

Shield of Hafth├│r Dvergsson


Character Level

Bashing Damage

Enhancement Bonus

Special Ability

Bonus Feat

1st – 4th



Darkwood Shield,
Embossed Raven Familiar

Familiar Bond

5th – 8th



Quickdraw Shield,
Masterwork Reinforcing Boss

Improved Familiar Bond

9th – 12th



Throwing Shield,
Hooked Boss

Evolved Familiar

13th – 16th



Breakaway Boss

Evolved Familiar

17th – 20th



Ghost Touch,
Illuminating Boss

Evolved Familiar


Darkwood Shield: This heavy wooden shield is made out of darkwood. Its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.

Embossed Raven Familiar (Su): The wielder of the shield gains a familiar as an arcane bond, as a wizard equal to her character level. Unlike most familiars, this familiar can transform itself into the embossment of the shield. Transforming into an embossment to a normal familiar is a move action for the familiar. In embossed form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the shield. In embossed form, it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from embossment into creature. An embossed familiar cannot be erased or dispelled.

Masterwork Reinforcing Boss: A masterwork reinforcing boss provides extra protection to a shield, increasing the shield’s current and maximum hit points by 15. The boss makes the shield 10 pounds heavier.

Quickdraw Shield: If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or one-handed weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.

Throwing Shield: This shield is designed for throwing and has specially designed straps allowing you to unclasp and throw it as a free action. Tower shields cannot be throwing shields. Neither a shield’s enhancement bonus to AC nor its shield spikes apply on your attack or damage rolls.

Hooked Boss: The struts on this reinforcing boss bear large, sturdy hooks, which can be used to snag an opponent’s clothing or armor, causing it to stumble. You can attempt trip combat maneuver checks with this shield. If the combat maneuver check is successful, the opponent does not fall prone, but is considered flat-footed until the beginning of its next turn.

Impervious (Sp): A shield with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster’s rust ability) equal to its enhancement bonus.

Breakaway Boss: The metal stud at the center of the reinforcing boss holds a compartment large enough to insert a single splash weapon, such as a vial of acid or alchemist’s fire, as a full-round action. On a successful shield bash attack, the weapon vial breaks and deals damage to the target as though it were directly hit by the splash weapon. The shield takes the normal amount of splash damage for being adjacent to the target, but no other creatures adjacent to the target take splash damage from this effect. A new splash weapon must be inserted into the breakaway boss for it to be used again.

Ghost Touch (Sp): A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal and incorporeal.

Illuminating Boss: The stud at the center of this reinforcing boss contains a covered slot large enough to insert a sunrod. Installing a lit sunrod into an illuminating boss is a full-round action. If you shake the shield firmly as a move action, you can flip a metal flap fitted over the slot to conceal or reveal the sunrod’s glow.

Bonus Feats (Ex): You gain the listed feats as bonus feats as long as you are wielding your shield.

Hrafn (Raven)

Lands of the Linnorm Kings HillaryRenaeMize