Shield bash questions


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Scarab Sages

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I know someone has probably asked this before but my google-fu fails me.

So Shield spikes:

Spoiler:
These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

And the bashing special property

Spoiler:
A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a bashing weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.

So what if I get, say, a darkwood heavy shield, and enchant it to a +1 bashing heavy shield, then add cold iron shield spikes? Does that work? Do I deal 2d6 damage on a shield bash and bypass DR magic and cold iron without having to pay the extra 2000 gold for enchanting cold iron?

Heavy shield=d4 (Shield spikes)->d6 (Bashing) ->d8->2d6


no they don't work. There is a movement to have that rule overturned though.


I tried to do something similar, encountered the same stumbling block. There's this thing that isn't immediately obvious where shield enhancements don't work if you use shield spikes. Bashing heavy shield does 1d8, but since the spikes are in the way, you hit with the spikes, not with the shield. Shield spikes would do 1d6, regardless of if you have Bashing or not, since you're using the spikes as a weapon, not the shield.
Found that out when my shield-using Slayer got Shield Master. Had to buy a new shield, since I couldn't remove the spikes from it. :/


Ok so what happens with a +2 shield and Bashing? I get it goes up in damage but is it a plus 1 weapon now? Plus 3? 2?

I've had a lot of questions about that very topic.


you take the highest attack enhancement bonus.

Scarab Sages

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Cavall wrote:

Ok so what happens with a +2 shield and Bashing? I get it goes up in damage but is it a plus 1 weapon now? Plus 3? 2?

I've had a lot of questions about that very topic.

That I can answer.

When you enchant a shield, you can choose to EITHER increase the AC it provides (enchanting it as armor) or enchant it as if it was a weapon (adding to hit and damage) The default assumption is that a shield's pluses go to AC (so when your GM says 'you find a +2 shield' it almost universally means it goes to AC)

So let's say you have a +2 shield of bashing. The 'bashing' enchantment says that it counts as a +1 weapon and ups the damage dice two steps (small becomes d6, large becomes d8)

So a standard +2 shield of bashing adds 2 to your AC, and if you use it to bash, it counts as a +1 weapon

Some really wonky things:
1) You can enchant a shield as an AC booster and a weapon separately, and keep track of them separately. So you can have a +2 shield, which is also a +2 weapon, and it costs:
Masterwork shield: 159
+2 armor bonus: 4000
+2 weapon bonus: 8000
Total cost: 12159

2) It gets even nuttier with Shield master, which lets you use your shield's AC bonus as if it was also a weapon bonus. So a level 6 ranger with the sword-and-board style can treat their +2 to AC shield as a +2 weapon. However, if that shield is a +2 shield of bashing, then you take the better of the two bonuses. So you take the bashing (1d8 damage) and the +2 ac bonus (from shield master) to make it count as a +2 1d8 weapon that gives you +2 to AC.


Yup that 2) part was exactly what I wanted.

Damn confusing and I'm running 2 games and both have shield bashers. One a ranger and he took the mastery so it's come up.

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Quentin Coldwater wrote:

I tried to do something similar, encountered the same stumbling block. There's this thing that isn't immediately obvious where shield enhancements don't work if you use shield spikes. Bashing heavy shield does 1d8, but since the spikes are in the way, you hit with the spikes, not with the shield. Shield spikes would do 1d6, regardless of if you have Bashing or not, since you're using the spikes as a weapon, not the shield.

Found that out when my shield-using Slayer got Shield Master. Had to buy a new shield, since I couldn't remove the spikes from it. :/

That's just harsh. YOu can remove the spikes from a shield as easily as you can add them onto it. They are simply screwed or riveted into place.

But, technically, while it changes the damage type and sets the damage to one size larger, this does NOT prevent Bashing from setting the damage to 2 sizes larger.

You are mistaken in your description. The shield spikes do not do the damage. The Spiked Shield does. By RAW, you would need to have an adamantium/silver/cold iron SHIELD to do the appropriate kind of damage, not merely the spikes. The spikes are a part of the shield, are not enhanced seperately, and do not do damage seperately. The damage is from a spiked shield, NOT from shield spikes, and the damage still comes from a Bash attack, even if the damage type has changed.

Note: This is distinctly different then ARMOR SPIKES. Armor Spikes are indeed added seperately to armor, are enhanced seperate from the armor, and are considered their own weapons. A shield, in contrast, spiked or not, is all one item, and spiked and normal shields are all enhanced exactly the same way. The only difference is damage type and amount.

So you'd end up with a Piercing Shield doing d8 from Bashing, by RAW. Bashing has no language saying it doesn't work if the shield is spiked...the only effect is the damage doesn't stack, it overlaps.

==Aelryinth

Scarab Sages

Cavall wrote:

Yup that 2) part was exactly what I wanted.

Damn confusing and I'm running 2 games and both have shield bashers. One a ranger and he took the mastery so it's come up.

Technically what is happening is that a feat is letting you treat the weapon as a +2 weapon, and an enchantment is letting you treat the shield as a +1 weapon with increased damage die. Unless specifically stated, weapon enhancement bonuses DO NOT STACK. So you take the better of the two.

Same thing would happen if you had a +1 Shield of bashing and someone cast greater magic weapon, turning it into a +3 weapon. You would take the greater of the two bonuses (in this case, the +3)

In case you are wondering, there are a few classes that let you specifically stack enhancement bonuses, but they are explicit about it. The Magus can do it, one of the Occultist's abilities lets them do it (weapon of legend, from the transformation school) and a Paladin who gets a holy weapon instead of a horse can do it.


It was mostly the shield spikes and master shield and Bashing overlap. So many things and I knew some did and some didn't stack.

Eventually the player just asked if he could use spikes to have the option to do piercing instead of bludgeon. I had no issue with that knowing he would get bashing later and it wouldn't stack.

That work out? Use bashing and still do piercing?

Scarab Sages

Cavall wrote:

It was mostly the shield spikes and master shield and Bashing overlap. So many things and I knew some did and some didn't stack.

Eventually the player just asked if he could use spikes to have the option to do piercing instead of bludgeon. I had no issue with that knowing he would get bashing later and it wouldn't stack.

That work out? Use bashing and still do piercing?

Technically no, but you are the GM and free to make the call. Shield spikes specifically say that they change the damage type TO piercing (not P OR B).

If the player wants to do that, there is a feat for it called 'weapon versatility.' Lets him use a swift (later free) action to change the damage type of any weapon (including a shield) from P to B to S. Again though, your game, you make the call. I don't see it screwing up the game too much unless you are doing a lot of underwater combat/fighting a boatload of oozes.


It was actually zombies in session one of Reign of Winter. I think I'm ok with just letting him choose the damage type. It's not PFS and frankly that's all he wanted, not even to do more damage. He will eventually pick up bashing and shield master.

The ranger already has, and I think he's good skipping shield spikes.

Thanks guys.


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Cavall wrote:

It was actually zombies in session one of Reign of Winter. I think I'm ok with just letting him choose the damage type. It's not PFS and frankly that's all he wanted, not even to do more damage. He will eventually pick up bashing and shield master.

The ranger already has, and I think he's good skipping shield spikes.

Thanks guys.

There aren't a lot of creatures that have DR/Piercing. There's only Rakshasas and maybe Oozes. Outside that, most everything else would be Bludgeoning or Slashing. So I don't see the appeal of Shield Spikes. Even so, it shouldn't be difficult to remove the Spikes on a shield, espeecially if they're just an attachment to the shield. You could make it a Throwing Shield for the same price, and it could have useful ranged versatility. (Please don't bring up the stupid RAW typo regarding the Throwing Shield, or even allow it. You'll descend into madness if you do.)

Bashing would be better in comparison, as there really isn't many +1 properties that are worth it for Shields. Just remember that it won't stack with other Effective Size Bonuses, like Lead Blades or Impact, but it will stack with Actual Size Bonuses, such as Enlarge Person.

With Shield Master, you can have a +5 Bashing/+5 Defending (or Guardian) Shield, spend the +5 Weapon Enhancements to provide a +5 Bonus to AC or Saving Throws, and still maintain a +5 Enhancement Bonus to Attack and Damage Rolls, for every round that you're attacking.

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(drumrolls) Aaaand that is called the Uber Shield! Make sure it is Hardened and treated with a Rune of Durability as well! And made of adamantine!

===Aelryinth


Aelryinth wrote:
Quentin Coldwater wrote:

I tried to do something similar, encountered the same stumbling block. There's this thing that isn't immediately obvious where shield enhancements don't work if you use shield spikes. Bashing heavy shield does 1d8, but since the spikes are in the way, you hit with the spikes, not with the shield. Shield spikes would do 1d6, regardless of if you have Bashing or not, since you're using the spikes as a weapon, not the shield.

Found that out when my shield-using Slayer got Shield Master. Had to buy a new shield, since I couldn't remove the spikes from it. :/

That's just harsh. YOu can remove the spikes from a shield as easily as you can add them onto it. They are simply screwed or riveted into place.

But, technically, while it changes the damage type and sets the damage to one size larger, this does NOT prevent Bashing from setting the damage to 2 sizes larger.

You are mistaken in your description. The shield spikes do not do the damage. The Spiked Shield does. By RAW, you would need to have an adamantium/silver/cold iron SHIELD to do the appropriate kind of damage, not merely the spikes. The spikes are a part of the shield, are not enhanced seperately, and do not do damage seperately. The damage is from a spiked shield, NOT from shield spikes, and the damage still comes from a Bash attack, even if the damage type has changed.

Note: This is distinctly different then ARMOR SPIKES. Armor Spikes are indeed added seperately to armor, are enhanced seperate from the armor, and are considered their own weapons. A shield, in contrast, spiked or not, is all one item, and spiked and normal shields are all enhanced exactly the same way. The only difference is damage type and amount.

So you'd end up with a Piercing Shield doing d8 from Bashing, by RAW. Bashing has no language saying it doesn't work if the shield is spiked...the only effect is the damage doesn't stack, it overlaps.

==Aelryinth

I did some research on it. When I was building it, I asked a similar question here as well, and I got the answer that shield spikes are a package deal with the shield, and can't be added/removed retroactively. Similarly, I was told that I could add special materials to the shield as spikes (so, adamantine spikes).

Anyway, just repeating what I've been told. It's a fuzzy subject.


Quentin Coldwater wrote:
Aelryinth wrote:
Quentin Coldwater wrote:

I tried to do something similar, encountered the same stumbling block. There's this thing that isn't immediately obvious where shield enhancements don't work if you use shield spikes. Bashing heavy shield does 1d8, but since the spikes are in the way, you hit with the spikes, not with the shield. Shield spikes would do 1d6, regardless of if you have Bashing or not, since you're using the spikes as a weapon, not the shield.

Found that out when my shield-using Slayer got Shield Master. Had to buy a new shield, since I couldn't remove the spikes from it. :/

That's just harsh. YOu can remove the spikes from a shield as easily as you can add them onto it. They are simply screwed or riveted into place.

But, technically, while it changes the damage type and sets the damage to one size larger, this does NOT prevent Bashing from setting the damage to 2 sizes larger.

You are mistaken in your description. The shield spikes do not do the damage. The Spiked Shield does. By RAW, you would need to have an adamantium/silver/cold iron SHIELD to do the appropriate kind of damage, not merely the spikes. The spikes are a part of the shield, are not enhanced seperately, and do not do damage seperately. The damage is from a spiked shield, NOT from shield spikes, and the damage still comes from a Bash attack, even if the damage type has changed.

Note: This is distinctly different then ARMOR SPIKES. Armor Spikes are indeed added seperately to armor, are enhanced seperate from the armor, and are considered their own weapons. A shield, in contrast, spiked or not, is all one item, and spiked and normal shields are all enhanced exactly the same way. The only difference is damage type and amount.

So you'd end up with a Piercing Shield doing d8 from Bashing, by RAW. Bashing has no language saying it doesn't work if the shield is spiked...the only effect is the damage doesn't stack, it overlaps.

==Aelryinth

I did some research on it. When I was building...

It's not really fuzzy. How about we actually read what's written instead of what someone told you from eons ago (probably some "Back in my day" bogus story anyway).

From the PRD regarding Shield Spikes:

Shield Spikes wrote:

These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see "spiked shields" on Table: Weapons). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

With my emphases, there are numerous occasions where the Shield Spikes, outside of being referenced as an add-on or application, treat their union as a singular item, and when it comes to adding enhancements, they are also specifically called out as being treated as a singular item.

Now, let's look at Armor Spikes from the PRD:

Armor Spikes wrote:
You can have spikes added to your armor, which allow you to deal extra piercing damage (see "spiked armor" on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.

Conversely, the Armor Spikes description doesn't treat Armor Spikes and Armor and the same entity, and for enhancement purposes, they are specifically called out as being separate enhancement subjects (i.e. you can't put Weapon properties on the Armor, and you can't put Armor properties on the Weapon).

This is all RAW, and is most certainly RAI according to the Devs. I bet the reason you got confused was because of James Jacobs stating that you would have to enhance them both separately. But he is wrong. And wrong. And wrong again. And probably houserules his games to work that way.

He might be the Creative Director behind Golarion and Pathfinder, but he isn't a rules guy, and I'd always double-check on the things that he says, if only to make sure it coincides with the rules that are posted.


VampByDay wrote:

I know someone has probably asked this before but my google-fu fails me.

So Shield spikes:

** spoiler omitted **

And the bashing special property
** spoiler omitted **

So what if I get, say, a darkwood heavy shield, and enchant it to a +1 bashing heavy shield, then add cold iron shield spikes? Does that work? Do I deal 2d6 damage on a shield bash and bypass DR magic and cold iron without having to pay the extra 2000 gold for enchanting cold iron?

Heavy shield=d4 (Shield spikes)->d6 (Bashing) ->d8->2d6

This certainly has been argued about a great deal. Darksol and Aelryinth and I have debated about this extensively.

There is a strong argument to be made that a large, spiked shield with the Bashing Enchantment will do 2d6 and not 1d8.

The statement that shield spikes cause the shield to inflict damage as if it were one size bigger was made before the concept of a virtual size increase that does not stack with other virtual size increases even existed. It cannot have been the intent of the writers of Shield Spikes that they would not stack with the Bashing Enchantment.

There is an NPC in the NPC Codex called the Scarred Wanderer that uses a Heavy, Spiked +1, Bashing Shield that does 2d6. To my knowledge, that is the latest official word specifically related to the Heavy, Spiked, Bashing Shield.

But if you are or advising a player who is worried about their Heavy, Spiked Bashing Shield inflicting 1d8 instead of 2d6 like God intended, there are 2 workarounds.

1) Use a Klar. A shield bash from a Klar does 1d6, and it is not technically a spiked shield.

or

2) Take a level in Warpriest, and take Weapon Focus for your shield bash. You will then be inflicting Sacred Weapon Damage instead of Shield Spike Damage, 1d6 for a level 1 Warpriest, and there will be no more Shield-Spike-virtual-size-increases-not-stacking-with-Bashing problems.

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ahg.

The description of a Klar says it is treated as a light spiked shield. The slashing damage in the weapon table for d6 is for the blade of the Klar, not if you Bash with it.

Note that Warpriest sacred damage does not stack or modify with ANY other effect to the base dmg. That said, it's usually higher then the weapon will get, so fine. (Virtual size increases affect base dmg, and sacred overrides base dmg).

That said, REAL size increases should increase the sacred damage.

THE NPC example with the 2-12 shield was published six months before the ruling on Spiked SHields and Bashing.

The official position is now that Bashing and SHield Spikes don't stack. In PFS, they don't stack. In your house game, you can play as you like with the old ruling.

The biggest reason for the nerf was because of stacking high end natural attacks, not shields. Improved Natural Attack stacking with Strong Jaw stacking with Animal Growth could get VERY out of hand.

==Aelryinth


Aelryinth wrote:


The official position is now that Bashing and shield Spikes don't stack. In PFS, they don't stack. In your house game, you can play as you like with the old ruling.
==Aelryinth

Incorrect. The official position is that virtual increases don't stack. A spiked shield is a weapon in its own right. There is nothing in the official position that specifically says the NPC Codex entry is wrong.

FAQs, as a rule, do not backdoor invalidate stat blocks. If the PDT specifically meant for the existing established rule to be wrong, they would come out and state it. They did not. Prior to the FAQ, there were tons and tons of questions which specifically asked about spiked shields and bashing and the PDT did not address that example. The PDT had no problems saying Impact and Lead Blades did not stack.

In my PFS games, Bashing and Spiked Shields stack because the Spiked Shield is a weapon in its own right.

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That's because the NPC codex entry was put to paper a year before and published six months before the FAQ judgement came down. Do you think they are going to come down and nit pick every prior piece of published material for that level of detail?

They've ruled on spiked shields and bashing - spiked shields are a virtual size increase...it is right there in the description. You may not LIKE it, but its there. And because of that, they don't stack.

You can play it differently at home - nobody cares, and it won't unbalance anything to go with the former rule.

Its just that OFFICIALLY, they don't stack anymore. It's annoying, but James Jacobs got his wish. Bleh.

==Aelryinth


Aelryinth wrote:

That's because the NPC codex entry was put to paper a year before and published six months before the FAQ judgement came down. Do you think they are going to come down and nit pick every prior piece of published material for that level of detail?

They've ruled on spiked shields and bashing - spiked shields are a virtual size increase...it is right there in the description. You may not LIKE it, but its there. And because of that, they don't stack.

You can play it differently at home - nobody cares, and it won't unbalance anything to go with the former rule.

Its just that OFFICIALLY, they don't stack anymore. It's annoying, but James Jacobs got his wish. Bleh.

==Aelryinth

There is only one NPC Codex entry, so your statement is off the mark. More to the point, this single entry was referenced repeatedly in the threads the PDT read when they issued their FAQ. And yet the PDT chose not to specifically address it.

They didn't rule that Spiked Shields were virtual increases. That's no where in the FAQ. And to use your logic, the Spiked Shield description was written long before the concept of virtual increases was even conjured up.

There's a recent Weapons Blog. Shield spikes are listed as a weapon in the Close Combat group, separately from shields.

You may not like that spiked shields are weapons in their own right, but it's right there. Because of that they do stack. You can play it differently at home - nobody cares.

OFFICIALLY, the didn't say what you claim, they said something different which has lead you to your interpretation. You're welcomed to it.

EDIT: There's no point in rehashing this. I've said what I needed to say.

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blogs aren't core, and not errata. It was HELPFUL, not OFFICIAL.

The definitions of spiked shields are in core. The language that shield spikes are NOT separate from their shields is part of core. The fact that later authors can't keep that straight (or call them ARMOR SPIKES) is a whole separate issue.

Errata isn't issued on non-core material, therefore they didn't address the NPC thing. It was irrelevant. It's a useless cite, because it's post-rules revision. It's akin to saying that because an NPC had Crane Wing before they issued the FAQ revision on it, Crane Wing stays in its old form and everyone can ignore the Crane Wing nerf. (and yes, there's a module with a NPC using old Crane Wing).

They've repeatedly said that virtual size increases to damage don't stack, and the core definition of a spiked shield uses the key words 'as if it were", which is PRECISELY the language of a virtual size increase. Deny it if you like, it's just self-denial.

Officially, the ruling has been made. We don't have to like it, but it has been done. Kindly note: I let them stack in my home campaign, but I don't claim it's OFFICIAL.

==Aelryinth


I've said what needed to be said, and I understand your point of view.


I'm ok with a shield bash not doing twice as much damage as say, a sword. It's ok they don't stack.


Aelryinth wrote:
The description of a Klar says it is treated as a light spiked shield.

That is false. You know better. A Spiked Shield is a Shield with Shield Spikes.

Ultimate Equipment wrote:
Shield spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger (see "spiked light shield" and "spiked heavy shield"

Klar's don't have Shield Spikes.

Ultimate Equipment wrote:
A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.

Not the same thing.

Aelryinth wrote:
The slashing damage in the weapon table for d6 is for the blade of the Klar, not if you Bash with it.

A melee attack with a shield is a shield bash, always has been. A Klar is a shield. An attack with a Klar is therefore a shield bash. The listed damage is on the weapons tables.

For what you are saying to be true, there has to be some whole new way of attacking with a shield that doesn't exist except for the Klar, and that idea is just not supported in any rule that I've run across nor in any rule you've quoted to me. A rule like that would serve no purpose except to nerf the Klar.

Aelryinth wrote:
The biggest reason for the nerf was because of stacking high end natural attacks, not shields. Improved Natural Attack stacking with Strong Jaw stacking with Animal Growth could get VERY out of hand.

That's a good explanation as to why your new way of attacking with the shield doesn't exist anywhere except in your forum posts: they don't even exist in your own campaigns, according to you!

Even if you were right that the rules had some whole new way to make melee attacks with with shields that served no purpose except to nerf the Klar, a Bashing Klar would still do 2d6 because it enhances all melee attacks made with shields, including your made-up-special one.

Ultimate Equipment wrote:
A bashing shield deals damage as if it were a weapon of two size categories larger

See what it says there? It says "deals damage." There's no qualifier, there. It doesn't say, "deals damage on a shield bash." or "deals damage... unless it's a Klar." The real reason, of course why the Bashing enchantment does not differentiate between shield-bash and non-shield-bash melee attacks with shields is that the non-shield-bash melee attack with shields DON'T EXIST! You've been saying they exist for a long time, and you have never supported this with rules.

Aelryinth wrote:
Note that Warpriest sacred damage does not stack or modify with ANY other effect to the base dmg.

I don't see anything in the rules that says that is true. Sacred Weapon Damage benefits from both Virtual and Actual size increases. There is a table in the description of Warpriest that says that Size Increases improve sacres weapon damage. Where does it say that in the rules that they don't?


Klar entry says:

Klar wrote:
The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.

So they don't even count as a Heavy Spiked Shield. They count as a regular light shield. With added Armor Spikes. So bashing with it, under that description, deals 1D3 Bludgeoning damage. Attacking with the Armor Spikes part of it deals 1D6 Piercing damage. In both cases, they're a Light Weapon.

Saying that every attack with a Shield is a Shield Bash would be wrong in this case, if we want to assume that the Klar, which is a Shield, has Armor Spikes that you can attack with as well.

The Table entry is so far incorrect that it doesn't match any sort of RAW or precedent in the game without any reason behind what's currently in the text. Saying that it's Armor Spikes would be incorrect, as Spikes, in every scenario and instance written, deals Piercing Damage, and yet the Klar entry in the table mentions Slashing damage. In addition, Armor Spikes are a Light Weapon, with it counting as a Light Shield, which is also a Light Weapon, and yet the Klar is listed to be a One-Handed Weapon. Sounds like an errata is needed to fix that item, since it betrays every single precedent regarding Spikes and Light Weaponry without any inclusion as to a reason why that is. (There is, but if I know how people behave, they'll say that flavor text doesn't count, so I won't count it as a reason.)

Additionally, we're assuming that you can even bash with the Klar in the first place. The Klar counts as a Light Shield. It's not an actual Light Shield that you can bash with, per RAW. The fact that it's listed in the Shields table is because it counts as a shield, but you couldn't bash with it any more than you could a Buckler or Tower Shield, because it's not an actual Light or Heavy Shield.

I will go ahead and point out that the Shield Spikes entry has the same verbiage as every other subject that provides an Effective Size Bonus to damage dice. This includes Bashing, Impact, Lead Blades, Gravity Bow, and other similar subjects, which the FAQ says would not stack with themselves. Stating that the table supersedes the text is like saying I don't need Dexterity 15 for Double Slice according to the table, even though the pre-requisites in the feat description mentions a 15 Dexterity being needed in order to take it. In which case, you would be wrong.


Darksol the Painbringer wrote:
So bashing with it, under that description, deals 1D3 Bludgeoning damage.

Shield Bash Damages are listed on the table. For the Klar, it's 1d6.

Darksol the Painbringer wrote:
Saying that every attack with a Shield is a Shield Bash would be wrong in this case, if we want to assume that the Klar, which is a Shield, has Armor Spikes that you can attack with as well.

When you attack with Armor Spikes, you are never attacking with the thing that your Armor Spikes are attached to. Attacking with Armor Spikes is a completely separate thing.

Darksol the Painbringer wrote:
it doesn't match any sort of RAW or precedent in the game without any reason behind what's currently in the text.

What doesn't match precedent is the idea that there is any way to make a melee attack with a shield that is not a Shield Bash. Attacking with a Shield is a Shield Bash. Attacking with a Shield has always been a Shield Bash. Your and Aelryinth's characterization of the Klar shield making a completely new kind of melee attack that is not a Shield Bash is unprecedented and unsupported in the rules.

Darksol the Painbringer wrote:
Saying that it's Armor Spikes would be incorrect,

Well no: Ultimate Equipment clearly says that Klars have Armor Spikes.

Darksol the Painbringer wrote:
Spikes... deals Piercing Damage, and yet the Klar entry in the table mentions Slashing damage.

Armor Spikes do Piercing Damage. Klars do Slashing damage. True. The table is specific about this.

Darksol the Painbringer wrote:
In addition, Armor Spikes are a Light Weapon, with it counting as a Light Shield, which is also a Light Weapon, and yet the Klar is listed to be a One-Handed Weapon.

Armor Spikes are specifically listed as Light Weapons. Light Shields are listed as Light Weapons. Klars are listed as One-handed weapons. All these things the rules are specific about.

The Klar is a shield. The rules are specific about that, too. Attacking with a shield is a shield bash. The dynamics of shields as weapons when used to bash are all listed on the weapons tables. For the Klar it is a 1 handed, martial weapon that does 1d6 Slashing.

Darksol the Painbringer wrote:
Sounds like an errata is needed to fix that item,

Perhaps, but

Darksol the Painbringer wrote:
The Table entry is so far incorrect

You don't get to dismiss the rules as incorrect. Until you are working on the Paizo Design Team Making FAQs, errata, and Official Rules Posts, you don't get to say what's what.

The things you are observing here are insightful criticisms about what the rules say. But they don't change what the rules say.

They don't change the fact that attacking with shields is called shield bashing.

They don't change the fact that the descriptions of shields on the weapons tables describes their performance in the act of bashing.

They don't change the fact that Klars don't have Shield Spikes.

And they don't change the fact that when used to shield bash, the Klar is a 1 handed Martial Weapon that does 1d6 Slashing.


Cavall wrote:
I'm ok with a shield bash not doing twice as much damage as say, a sword. It's ok they don't stack.

I'm okay with whatever the rules say.


Doesn't matter. Bashing enchants won't work on armour. The book says it has to go on a shield. Armour spikes aren't shields.

Therefore even with a typo there's no leg to stand on.

Unless we are now going to get into a discussion of how armour spikes are somehow shields as well. Which they are not. So the enchant won't work on them and 2d6 doesn't fly.

RPG Superstar 2012 Top 16

Cavall wrote:

Doesn't matter. Bashing enchants won't work on armour. The book says it has to go on a shield. Armour spikes aren't shields.

Therefore even with a typo there's no leg to stand on.

Unless we are now going to get into a discussion of how armour spikes are somehow shields as well. Which they are not. So the enchant won't work on them and 2d6 doesn't fly.

Aye, it's the repeated cycle of 'this won't work because it contradicts every other rule about this' and his insistence that just because it's in print that it does...which is really crazy.

I mean, there's sticking to your guns in an unreasonable position, but this has gone a bit too far.

I mean, I want my heavy spiked shield of bashing to go back to 2-12 dmg, too, but that doesn't mean that I'm going to ignore the rules as a baseline.

==Aelryinth


Cavall wrote:
Scott Wilhelm wrote:
Cavall wrote:
I'm ok with a shield bash not doing twice as much damage as say, a sword. It's ok they don't stack.
I'm okay with whatever the rules say.

Then you're ok with bashing and spikes not adding up?

Well, good news for everyone then.

I wouldn't go so far as to say I am okay with that. I do have problems with the idea of Shield Spikes not stacking with the Bashing Enchantment. It is counter-intuitive, and it is just about logically impossible that the writer of the Shield Spikes description intended them not to stack. But Shield Spikes do say "as if they were 1 size bigger." And the FAQ does say that virtual size increases do not stack. There is the Scarred Wanderer, though.

All-in-all, I think there is a lot of vagueness, and Pathfinder players and GMs deserve clarification.

But to maximize the damage of your Shield Bash, I do not recommend simply using a Heavy, Spiked Shield with the Bashing Enchantment.

I recommend using a Klar instead, which is technically not a spiked shield or taking levels in Warpriest and substituting your Sacred Weapon Damage for your weapon-type damage. Neither Klars nor Sacred Weapons have virtual size increase language attached to them, so just don't have any rules-based problems that I have been able to find or anybody has been able to show me.

RPG Superstar 2012 Top 16

Sacred Weapon damage replaces the base damage of a weapon. Says right in the descriptor of it.

Virtual size increases replace the base damage of the weapon also, in the case of a spiked shield or bashing. So the Sacred Weapon increase will not stack with it, by its language...they overlap. Whatever is highest, wins.

Actual size increase would, however, since its no longer virtual, it's an actual Size increase.

==Aelryinth


The Klar as written wouldn't stack with bashing however anyways.

The warpriest however does offer a valid option. However I don't know how that stacks up.

Edit. Guess I do now.

The Exchange Owner - D20 Hobbies

Scott Wilhelm wrote:

I do have problems with the idea of Shield Spikes not stacking with the Bashing Enchantment. It is counter-intuitive

Scarred Wanderer

or anybody has been able to show me.

It's actually counter-intuitive if they did stack, which is why we have a FAQ now.

If you point to Scarred Wanderer NPC, then you clearly haven't looked at the Bestiary/Codex errors threads. Literally hundreds of errors for each book. You point to one error as cannon of your position, when it is simply one of many simple errors in those types of books.

As for being shown, you have been shown issues with your interpretations of the rules. You ignore them.


James Risner wrote:
Scott Wilhelm wrote:


It's actually counter-intuitive if they did stack, which is why we have a FAQ now.
Based on your interpretation, Lead Blades would work on Armor Spikes but not on a spiked shield. Lead Blades increases density and momentum. Telling me it won't work on a spiked shield, but will work on a shield...is the definition of counter-intuitive.

The FAQ was put together because the PDT wanted to shut down some of the egregious damage druids were doing with animal companions. The idea that 2d6 damage on a shield bash is somehow tipping the scales in any combat and needed to be disallowed is patently absurd.

Sure, there are some things that I could see stacking or not stacking e.g. Lead Blades and Bashing. But a physical weapon not "stacking" with a spell is three steps beyond counter-intuitive. So please, try another line of reasoning.

And FYI, I see no proof offered by you or anyone that the Scarred Wanderer entry is an error. That's purely speculative on your part.

The Exchange Owner - D20 Hobbies

N N 959 wrote:

The idea that 2d6 damage on a shield bash is somehow tipping the scales in any combat and needed to be disallowed is patently absurd.

And FYI, I see no proof offered by you or anyone that the Scarred Wanderer entry is an error. That's purely speculative on your part.

You think it is absurd, but the developers didn't because they made a FAQ to fix the problem

It is also convenient to argue something may not be in error, when even if it is in error, it is wildly unlikely to ever be fixed. They rarely ever fix errors in monster/npc stat blocks. I'm sure you know that.


The link goes to a posting where JJ tells us that this wasn't intended, not to an FAQ entry. He talks about how they wanted to clear it up in the FAQ, did they? I might have missed it.

Right now we have a printed book telling one way and some inofficial, not errata message board posts telling the other way. Expect table variation.


N N 959 wrote:
James Risner wrote:
Scott Wilhelm wrote:


It's actually counter-intuitive if they did stack, which is why we have a FAQ now.
Based on your interpretation, Lead Blades would work on Armor Spikes but not on a spiked shield. Lead Blades increases density and momentum. Telling me it won't work on a spiked shield, but will work on a shield...is the definition of counter-intuitive.

The FAQ was put together because the PDT wanted to shut down some of the egregious damage druids were doing with animal companions. The idea that 2d6 damage on a shield bash is somehow tipping the scales in any combat and needed to be disallowed is patently absurd.

Sure, there are some things that I could see stacking or not stacking e.g. Lead Blades and Bashing. But a physical weapon not "stacking" with a spell is three steps beyond counter-intuitive. So please, try another line of reasoning.

And FYI, I see no proof offered by you or anyone that the Scarred Wanderer entry is an error. That's purely speculative on your part.

A rule created/clarified that ruins something that's perfectly balanced? You must be new here if you think Shield Bash damage is a patently absurd "nerf" that Paizo has done, in comparison to some of their other, much more "patently absurd" nerfing.

If there's anything I've learned while being on the forums and discussing which perspective is the correct one, it's that rules aren't created/clarified to "tip the scales," or balance out some option, they're done to properly follow the design intentions of the developer team. You never consider balance when discussing the rules, you always consider whether that rule is something that is really what the developers intended to happen. If you want to consider balance, you take it up in the Homebrew or Advice section, because if there's anything about this system that I can tell you in regards to its design values, it's that balance doesn't matter, and if it does, it's something that's tweaked in the hands of the players who play the game. The developers would rather leave it up to the players to determine what's balanced or not, as is evidenced by Rule 0.

Despite that, the FAQ tells us that the designers did not intend for damage dice from same-type size increases (both Effective and Actual) to stack with themselves. The fact that Shields fell into that category is just a consequence of that design intention, one that they felt was the correct interpretation. If you don't like its consequences, then fix it for your home games. Just don't profess your houserules as RAW, or RAI.

All I can say is, I hope you enjoy Druids being able to hit for 36D8+Ridiculous Damage Modifiers, just because you think the Shield Bash nerf is "patently absurd."


James Risner wrote:
N N 959 wrote:

The idea that 2d6 damage on a shield bash is somehow tipping the scales in any combat and needed to be disallowed is patently absurd.

And FYI, I see no proof offered by you or anyone that the Scarred Wanderer entry is an error. That's purely speculative on your part.

You think it is absurd, but the developers didn't because they made a FAQ to fix the problem

It is also convenient to argue something may not be in error, when even if it is in error, it is wildly unlikely to ever be fixed. They rarely ever fix errors in monster/npc stat blocks. I'm sure you know that.

Uh what?

I'm pointing out that this FAQ was not about a bashing spiked shield being problematic. There are tons of things that are far more problematic than this that aren't addressed.

The idea that it is an error is unlikely. Think about it. The damage exactly matches what a spiked shield of bash should do. You'll have more credence on this topic if you said that they decided they wanted to contravene the existing rule and they aren't going to go back and errata a stat block. That I might believe.

But you're missing the point of the NPC Codex. The point is not that we can look to that stat block as proof of what the rule is, but that the PDT didn't specifically address something that has been talked about and referenced for months if not years prior to the FAQ. The PDT has had no problem specifically referencing examples when their intent is to specifically change the rule or mechanic that relies upon it. I understand many of you will not find this a compelling line of reasoning. As such, I'll try not to press this specific topic.

But as something I find humorous, look at what JJ says about a spiked shield,

James Jacobs wrote:
Especially since shield spikes are weapons. And the bashing quality is an armor quality; it's meant to be put on a shield, not a weapon.

Emphasis mine. What's ironic about this post is J Jacobs agrees that a spiked shield is a weapon in its own right. But his thought process is that you can't cast bashing on one because it is in fact a weapon.


Darksol the Painbringer wrote:
A rule created/clarified that ruins something that's perfectly balanced? You must be new here if you think Shield Bash damage is a patently absurd "nerf" that Paizo has done, in comparison to some of their other, much more "patently absurd" nerfing.

I think you've misunderstood my point. I'm stating that they didn't introduce the FAQ because they thought 2d6 for a weapon that J Jacobs erroneously labels as "off-hand" was too good. So in a way, I'm agreeing with you.

Quote:
If there's anything I've learned while being on the forums and discussing which perspective is the correct one, it's that rules aren't created/clarified to "tip the scales," or balance out some option, they're done to properly follow the design intentions of the developer team.

That's not entirely accurate. First, I'm pretty sure the PDT has specifically used the word "balance" when explaining some of their rulings. Second, many of the items are not penned by the development "team", but by individuals and then edited by individuals. A more accurate statement might be that the PDT will/can issue a FAQ to introduce their intentions. Second, whether or not that agrees with what the intent was when the item/rule was created is open to debate on a case by case basis.

Quote:
You never consider balance when discussing the rules, you always consider whether that rule is something that is really what the developers intended to happen.

That's false. "Balance" is the most overused word/concept put forth by the PDT/devs. In addition, all the rules mechanics undergo a subjective test for balance. The whole reason why we have a Flat-footed rule is to "balance" the concept of Touch AC and to allow those with Sneak Attack to do more damage ----"balance." Why do you think they changed the mechanics behind weapon cords? To "balance" out the dual wielding Pistoleros. Every play test, the devs are concerned with "balance." Whether or not the results are actually balanced, the idea is the cornerstone of game development for PF and any RPG's that fancies moving to a computer version.

Quote:
if there's anything about this system that I can tell you in regards to its design values, it's that balance doesn't matter

That statement carries with it a high level of frustration. I empathize. My perception is that "balance" matters all too much, the problem is that many players don't agree with what the devs considered "balanced." That most likely results from the fact that you can't balance the game. Or rather, balance is a context dependent perspective, not an empirical state. Think about it. How does one know if a rule is ever truly balanced? No possible way to know. There's no equation or simulation we can run that will tell us a new weapon should do 1d8 or 1d10. Instead, we simply use the pattern of existing weapons. So what the devs are really doing is trying to be fair. But fairness is inherently subjective, so the devs use the term "balance" to make it sound scientific...when it's not. But it sounds good when we say, "martial weapons are all balanced with one another", doesn't it?

Quote:
The developers would rather leave it up to the players to determine what's balanced or not, as is evidenced by Rule 0.

Not really. Rule 0 is an ongoing admission that the game can't be balanced, despite the best efforts of those who have crafted the rules since 3.x. Rule 0 is an artifact from AD&D when Gary Gygax would concede that you really didn't need a rule book to play his version of D&D. But since the advent of 3.x, that changed. The goal of WotC was to create a game that was fair and "balanced." D&D 4.0 and D&D 5.0 are in the same vein: remove the arbitrary nature of the game so that it plays more consistently from GM to GM because we know GMs can't be trusted.

PFS has explicitly and unequivocally removed Rule 0 from the rule book. Under no circumstances are GMs trusted or allowed to rebalance the game, regardless of the circumstances.

Perhaps a more accurate statement would be that Rule 0 allows GMs to fill in the gaps when the rules no longer make sense. Rule 0 is also unavoidable in non-PFS play, so rather than foment fighting between GM and players, officially give power to the GM over the rules.

Quote:
Despite that, the FAQ tells us that the designers did not intend for damage dice from same-type size increases (both Effective and Actual) to stack with themselves.

I see no evidence that this is true. In fact, there is no concept or mention of dividing the game into "Effective and Actual" size increases when many of the rules or spells were created. This categorization that you speak of was invented to facilitate a new rule intended to balance things out.

Quote:
The fact that Shields fell into that category is just a consequence of that design intention, one that they felt was the correct interpretation.

We don't know that. We don't know if spiked shields should be treated as a weapon (and thus outside of the FAW) or as a virtual increase. When spiked shields were added to the game, there was no need to be specific about the distinction. And as you are found of talking about intent, the NPC Codex tells us that the intent was for a spiked shield to work with bashing. Only one dev has said otherwise and if we read between the lines, he's basing it on something that has nothing to do with whether it's virtual or actual size increase. So the FAQ doesn't even convey his "intention" because if it did, the FAQ would say you can't cast bashing on a "weapon."

Quote:
If you don't like its consequences, then fix it for your home games. Just don't profess your houserules as RAW, or RAI.

Back at you.

Quote:
All I can say is, I hope you enjoy Druids being able to hit for 36D8+Ridiculous Damage Modifiers, just because you think the Shield Bash nerf is "patently absurd."

You lost me. The former has nothing to do with my feelings on the later. The devs need only say, "A spiked shield does not count as an Effective or Actual size increase." The idea that Lead Blades and Bashing don't stack is palatable. The idea that Lead Blades will increase the damage of a shield but not one with spikes on it, is "patently absurd."

The Exchange Owner - D20 Hobbies

Just a Guess wrote:
The link goes to a posting where JJ tells us that this wasn't intended, not to an FAQ entry. He talks about how they wanted to clear it up in the FAQ, did they? I might have missed it.

Yes they cleared it up by putting out a FAQ on size increases, which explicitly blocks bashing and spiked shield working.

RPG Superstar 2012 Top 16

Much as a I hate to say it, 'explictly' is not what happened.

More like, 'indicates', but unfortunately left room open for interpretation. They should have just said "Spiked Shields and bashing do not stack" and been done with it, but that did not happen.

==Aelryinth


James Risner wrote:
Just a Guess wrote:
The link goes to a posting where JJ tells us that this wasn't intended, not to an FAQ entry. He talks about how they wanted to clear it up in the FAQ, did they? I might have missed it.
Yes they cleared it up by putting out a FAQ on size increases, which explicitly blocks bashing and spiked shield working.

I will admit to being perplexed that you are referencing J Jacobs post in this discussion when, as I stated, J Jacobs' rationale for why bashing and shield spiked don't stack is not reflected in the FAQ. One could argue that J Jacobs' position has nothing to do with the FAQ because there is no common thought process or approach.

We could take this a step further and argue that although J Jacobs doesn't think bashing and shield spikes should stack, his reasoning indicates he has no problem with Lead Blades and shield spikes stacking because the spell can be cast on a weapon and according to J Jacobs, shield spikes are a weapon. In addition, the most you'll get is 1d8, which is well below the 2d6 cosmic prohibition on an "off-hand" weapon.

James Risner wrote:
They rarely ever fix errors in monster/npc stat blocks. I'm sure you know that.

I wanted to come back to this because I think the topic raises a valid contention. You're right, we cannot use the lack of an errata on an NPC stat block as consent or accord. However, if shield spikes are are now unequivocally an effective size increase, then Paizo needs to errata a number of spells and items which increase damage of weapons. For example, let's look at Gravity Clip,

PRD wrote:

GRAVITY CLIP

Price 2,000 gp; Slot none; Weight —; Capacity 10; Usage 1 charge/round
A gravity clip is a small, disc-shaped device that can be attached to any melee weapon. Once mounted, the clip modulates the weapon's mass on the moment of impact, via the manipulation of the gravity fields around the weapon. Each successful hit against a target consumes a charge from a gravity clip and causes the damage from the hit to resolve as if the weapon were one size category larger than its actual size. This effect does not stack with similar effects, such as those granted by the spell lead blades.

This is one of several items/spells in the core books that any average person would expect to work with any weapon. And as J Jacobs tells us, shield spikes are a weapon. What's interesting about this item is that the rules specifically rule out "similar effects" and cite lead blades as an example. Why? Because lead blades increases "momentum and density" as well. The Tech Guide is a recent publication isn't it? If the intent, all along as you suggest, was that effective size increase shouldn't stack, why isn't this reflected in the Tech Guide? Why is the non-stacking only limited to "similar effects" and not "all effective increases"?

Getting back to my point, the PDT needs to issue errata for Gravity Clip (and several other items/spells that work in this manner) and that errata has to point out that this item doesn't improve the damage for shield spikes, but it does improve the damage for anything that does damage like a spiked shield or references spiked shield for its damage. So a madu, which has two horns on it, and which becomes a light spiked shield for those without proficiency, gets to benefit from Gravity Clip, but the actual spiked shield, does not. I am sorry, I literally laughed at that conclusion.

Look, in the end, this is small potatoes. And I don't really care about the damage increase or lack there of. What I am motivated to discuss is the nature of the FAQ and what it means in the context of other FAQs. What is interesting is looking at how the PDT is operating i.e. what they do and what they don't do. What I do care about is something that Mark Seifter said in regards to this topic: the impenetrability of the game. Conclusions or outcomes that make the game impenetrable or make it more impenetrable, are, imo, a net negative. It's not about the damage or someone's' build, it's about the nonsensical and internally contradictory outcomes that result from a FAQ. It's about FAQs and interpreting them in a way that makes rules applications increasingly arbitrary instead of organic and logical. To put it another way, one might imagine Lead Blades and Bashing not stacking. Nobody would imagine that Lead Blades would improve the damage of a madu but not a spiked shield.

And FYI, I've never owned a bashing spiked shield or played or GM'd anyone who has.

The Exchange Owner - D20 Hobbies

N N 959 wrote:
PDT needs to issue errata for Gravity Clip (and several other items/spells that work in this manner) and that errata has to point out that this item doesn't improve the damage for shield spikes

This whole "they need Errata" thing is bizarre to me.

They don't need to issue Errata to make things work when they already work.

Spiked Shields and Gravity Clip both use "as if one size larger" language. These don't stack. No need for errata.


James Risner wrote:
N N 959 wrote:
PDT needs to issue errata for Gravity Clip (and several other items/spells that work in this manner) and that errata has to point out that this item doesn't improve the damage for shield spikes

This whole "they need Errata" thing is bizarre to me.

They don't need to issue Errata to make things work when they already work.

Spiked Shields and Gravity Clip both use "as if one size larger" language. These don't stack. No need for errata.

Your rationale is nonsensical. There's nothing in Gravity Clip that says it won't work with Shield Spikes. There's nothing in any of the rules, anywhere, that leads us to that conclusion. You're trying to sneak around that by pretending that the FAQ reflects something that's always been true, but the Gravity Clip entry in the Tech Guide makes it unequivocally clear there was never a preexisting categorization of Effective and Actual size increases as a basis for stacking because if there had been, they would have identified it in their shiny new book. But they didn't, you know why? Because they made it up on the spot.

FAQs don't eliminate the need for Errata. You can get away with ignoring this on the NPC Codex, but not with the core books. When they changed scorpian whip, they issued an errata. They changed Abundant Ammunition to no longer work with special material arrows...and they issued an errata.

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