Fenris said:
So can one of you write all this up in a way that a rules-challenged person can understand it all. I like it but need to see it a little more explict. Thanks.
Shields provide a cover bonus equivalent to their listed AC bonus. A large shield (+2 AC) is equivalent to 1/4 cover, and thus provides a +1 bonus to reflex saves when it is being wielded. Shields that provide only a +1 are too small to give a reflex save bonus (equivalent to the new 1/10 cover category, which might include something like a barstool being in the way). You lose your shield cover bonus when denied your DEX bonus to AC.
Shields stack with armor, being different named bonuses now, but not with other cover, like a wall or the shield spell, unless the DM is willing to adjudicate adding cover, ie a large shield (1/4 cover) and a waist-high wall (1/2) might provide 3/4 cover if the DM is willing.
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Relevant rules if you want to track shields being damaged:
If an attack misses by the appropriate amount (2 points for a large shield), it deals damage to the shield.
Buckler: harness 10, 5 hp.
Small wooden shield: hardness 5, 10 hp.
Large wooden shield: hardness 5, 15 hp.
Small steel shield: hardness 10, 10 hp.
Large steel shield: hardness 10, 20 hp.
Immunities:
Inanimate objects are immune to critical hits. Objects are immune to subdual damage. Animated objects are immune to critical hits because they are constructs.
Ranged Weapon Damage:
Objects take half damage from ranged weapons (except for damage from siege engines and the like). Divide the damage by 2 before applying the object's hardness.
Energy Attacks:
Objects take half damage from acid, fire, and lightning attacks. Divide the damage by 2 before applying the hardness. Cold attacks deal one- quarter damage to objects. Sonic attacks deal full damage to objects.
Ineffective Weapons:
The DM may determine that certain weapons just can't deal damage effectively to certain objects. For example, a combatant will have a hard time chopping down a door by shooting arrows at it or cutting a rope with a club.
Magic Shields:
The attacker cannot damage a magic shield that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the shield struck. Each +1 of enhancement bonus also adds 1 to the shield's hardness and hit points. If a combatant's shield has a +2 enhancement bonus, a combatant add 2 to its hardness and to its hit points.