Mark Seifter wrote:
*It seems like one could load a pair of these with colossal falcatas and go to town for 6d6 damage 17-20/x3 crit and whatever other extras you put on the falcatas. Even with medium falcatas, it's still a way to TWF essentially two one-handed weapons while getting shield bonuses and taking no penalties for TWFing (Shield Master).
I had to puzzle this one out for a bit, but then I realized: this looks like my efforts at tightening word count just wound up confusing things. At least, I think that what happened here is "damage type and critical values" (two things) read as "damage, type, and critical values" (three things).
I was concerned that just saying "type" would wind up confusing folks on its own, and I didn't want someone thinking that inserting a longsword, for example, actually turned the shield into a sword, when it really just made attacks count as slashing.
Looking closer at the PRD, while the phrase "damage type" does occur in the rules for type ("In a situation where the damage type is significant..."), almost every other occurance in that entry uses "type of damage," instead.
Which is all to say thank you, because it's exactly these little kinds of style elements and specific phrase preferences that I'm trying to pin down. :)
The expanded crit via an exotic keen weapon and the TWF reduction options were by design, since I was really looking for a way that shield-sympathetic folks might be more effective. The "make your light shield into two-fisted monstrous damage" was definitely not. :)
Thomas LeBlanc wrote:
Skewer Shield - Just didn't like this one. Allows wielder to insert any magic weapon they would not be proficient in and still get the bonuses from it. Hey buddy, lets load that huge two-handed sword in your shield and fire it! Levitate missing from requirements. Price/cost incorrect. +1 light steel shield.
While I'm kind of excited that more than one person thought my item was overpowered when I worried about the opposite, the description explicitly limits loaded weapons to "a single light or one-handed melee weapon with which she is proficient." It does, by design, make those items throw-able even if they normally aren't, but I believe as written, you either couldn't load or couldn't gain the benefit from loading anything with which your character wasn't already proficient (and you could never load a two-handed weapon).
Gah. This sounds like I'm arguing, which isn't my intent. I think your read is a great indicator to me of the kind of thing I need to be better at highlighting. It sounds like the restrictions got lost in the rest of the entry, and I should have done a better job of pointing the reader to them before rushing into the rest of the elements.
Question: why levitate?
Raynulf wrote:
SKEWER SHIELD: It's a +1 light steel shield that can mount a weapon in it for shield-bashing, or shoot it at an enemy, to which it applies either returning (+1) or anchoring (+2). Overall it feels messy and overspecialized in something that people generally don't do much of, or can probably do as well by simply throwing a throwing weapon with their other hand, or using a spiked shield. The pricing is also weird.
Okay, this is closer to what I thought / worried people might have to say. I was, probably unsurprisingly, inspired by the Shield Champion Brawler. Heck, the first draft of this only gave the spike benefits on thrown shield attacks.
The launching aspect was in part an attempt at expanding it out of its niche, but it sounds like any mild expansion of usability came at the cost of a less cohesive theme.
And yes, pricing gave me fits, but the pricing charts just felt completely wrong. Stacking its effects wound up making this exceedingly cost-prohibitive for what I think it does. I tried to bring it closer in line with a +1 Merging shield, since I thought it was a slightly better version of that ability with a few other bells and whistles.
As with all the other commenters, thank you!
And thanks to anyone else who wants to chime in. I really do appreciate all of it. :)