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Improved Shield Bash
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 5725611" data-attributes="member: 4682"><p>I don't think that it is easy to make it good. Feats from non-core books help some. Shield spikes plus the <em>bashing</em> property on a heavy shield are about the best you can find. I believe that gets you up to 2d6 damage on a single hand weapon, if strapped on the arm is pretty hard to disarm, and leaves an open hand( for things like casting or stunning fist or deflect arrows).</p><p></p><p>Get a DM ruling on what kind of action it would take to swapping back and forth between two-handed and single handed. My DM rules it was equivalent to a free action.</p><p></p><p>We had to house rule on whether a shield with spikes could be invested with weapon enhancements in addition to shield enhancement. My DM rules that if a shield basher was willing to pay the extra cost as if it was a separate item, the shield wielder could invest weapon enhancements.</p><p></p><p>Which opened up funny edge case enhancements, like the question of <em>ghost touch</em> shield enhancement on a shield being used for shield bashing. Our DM ruled it made sense that a <em>ghost touched </em>shield could affect incorporeal creatures as it it was a <em>ghost touch </em>weapon property. Sure, that's a +3 shield rating, but the cost for a shield enhancement is vastly less than a weapon enhancement in the uppermost enhancement +'s.</p><p></p><p>Certain characters do well with an open hand, a heavy shield with spikes and the <em>bashing</em> property can be an attractive option. For instance a high level paladin, holding a <em>rod of quicken metamagic</em> in the open hand to cast 4th level paladin spells (like <em>holy sword </em>on the spiked shield) as a free action.</p><p></p><p>If your DM rules a spiked shield can be enhanced with weapon enhancements, a lot of interesting things can open up.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 5725611, member: 4682"] I don't think that it is easy to make it good. Feats from non-core books help some. Shield spikes plus the [I]bashing[/I] property on a heavy shield are about the best you can find. I believe that gets you up to 2d6 damage on a single hand weapon, if strapped on the arm is pretty hard to disarm, and leaves an open hand( for things like casting or stunning fist or deflect arrows). Get a DM ruling on what kind of action it would take to swapping back and forth between two-handed and single handed. My DM rules it was equivalent to a free action. We had to house rule on whether a shield with spikes could be invested with weapon enhancements in addition to shield enhancement. My DM rules that if a shield basher was willing to pay the extra cost as if it was a separate item, the shield wielder could invest weapon enhancements. Which opened up funny edge case enhancements, like the question of [I]ghost touch[/I] shield enhancement on a shield being used for shield bashing. Our DM ruled it made sense that a [I]ghost touched [/I]shield could affect incorporeal creatures as it it was a [I]ghost touch [/I]weapon property. Sure, that's a +3 shield rating, but the cost for a shield enhancement is vastly less than a weapon enhancement in the uppermost enhancement +'s. Certain characters do well with an open hand, a heavy shield with spikes and the [I]bashing[/I] property can be an attractive option. For instance a high level paladin, holding a [I]rod of quicken metamagic[/I] in the open hand to cast 4th level paladin spells (like [I]holy sword [/I]on the spiked shield) as a free action. If your DM rules a spiked shield can be enhanced with weapon enhancements, a lot of interesting things can open up. [/QUOTE]
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