Hypersmurf said:No; you could have a +4 enhancement bonus to the shield bonus and Bashing, for a total of +5; and also a +1 enhancement bonus to attack and damage rolls, and Holy and Flaming Burst, for a total of +5.
Or, indeed, a +4 enhancement bonus to the shield bonus and Bashing and Heavy Fortification, for a total of +10, and also a +1 enhancement bonus to attack and damage rolls, and Holy and Flaming Burst and Icy Burst and Speed, for a total of +10.
You don't combine the market price modifiers of the shield and weapon abilities to make a single modifier; rather, it's more like a double weapon, where the two ends are tracked separately. It's a magic shield, and it's also a magic weapon.
-Hyp.
I just figured this out, lol. Sorry about the later misunderstanding, for some reason I read it as I could do one or the other. So that makes my shield even awesomer. (yeah, that's right. Awesomer.)
Alright, now I'm just getting ridiculous, but another question:
Two shields, wielded at the same time:
First has +5 Enhancement Bonus to AC, Bashing, SR 17; and +5 to hit/damage, defending, Throwing, Returning, and Flaming Burst
Second has +1 enhancement bonus to AC, Bashing, Heavy Fortification, and ghost touch; and +5 to hit/damage, defending, Throwing, Retuning, and Shocking Burst.
Assuming the shield AC's, nor the enhancement bonuses for them stack, for a Heavy Shield, we're looking at +7 AC. However, if I take advantage of both shields' Defending ability, and add it to my AC, it's +17 AC, from two shields alone, putting me at 27. ....That can't be right.
Well, then again, they are, essentially, two +10/+10 magical shields. But stripping them bare, except for AC Bonuses puts them at a +5/+6 and a 0/+6, which is still rather hefty.
And if you're willing to go the extra mile, making armor w/ armor spikes, which have the +5 and defending, adds another 5 (not counting the armor bonus itself) to AC. It's costly, sure, but that's 5 permanent AC. Hm...this idea has reformed my entire idea about how to powergame in D&D...
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