I have a few questions most of which relate to shield. I have searched the books and as much info as I can find but do not see it printed anywhere.
Question 1: Shield boss and shield spikes are listed in the melee martial weapons table. Weapon runes can be attached to them and they scale based on martial weapon proficiency from what I have read. They have weapon critical specialization and a few other places mention its a weapon attack.
This to me means they can be considered melee weapons.
Wouldn't this imply that a sword and shield user is wielding two weapons. So feats like Double Slice should apply and I can attack with both and gain the benefit of the feat.
Wouldn't this also imply that you can use parry feats. Example Dueling Parry or Twin Parry depending on if you are wielding a shield and unarmed or sword and shield. (sword is an example and could be any one handed melee weapon). This means you can add another +2 to AC.
Am I missing something?
Reason being is this: Raise Shield +2 AC, Dueling Parry +2 AC for 4 AC. Normally this would require 1 feat and 2 actions. Take Dueling Dance or Paragon Guard to offset it at level 12 (fighter) by making one of the actions include a strike or make it free.
Questions 2: Crafting confuses me, but since I plan on investing in shields I will want to be able to repair the shield to the best of my ability. How heavily depends on the DM and hopefully answers i find here before the game.
Lets take a simple Steel Shield. Its item level is 0. From reading the book to craft or repair the shield the normal DC should be 14
Lets assume I have a 12 Int (+1), Trained in Crafting at level 1 (+3), and Specialty Crafting (blacksmithing) (+1) for a total of +5.
With a 14 DC and a +5 i would need to roll a 9 or better to succeed. A Nat 1 would cause a critical failure and deal 2d6 damage and may destroy the shield. At level 3 I take expert in crafting so I will have +9. This means I need 5 or higher to succeed but it is still a critical fail on a nat 1.
Now lets assume I have the Assurance feat. Still a DC of 14 but now I should only have a +3 as I can't add specialty crafting or the int bonus. At level 1 there should be no point as it will be an auto fail. At level 2 and beyond it should be an auto succeed with no risk of a critical failure.
From the above the Assurance feat seems worth it.
Now I do not plan on having a steel shield long. I plan on upgrading to a sturdy shield (minor) as soon as I can afford it. Sturdy Shield (minor) is a level 4 common magic item. If I read the book right the DC should be 19 to repair this shield.
Lets assume I have 12 Int (+1), Expert in Crafting at level 4 (+8), and Specialty Crafting (blacksmithing) (+1) for a total of +10.
With a DC of 19 I would again need to roll a 9 or better to craft or repair it with a nat 1 a critical failure. At level 5 with the Assurance feat it will succeed every time.
With just a quick check it seems when I upgrade to Sturdy shield (lessor) at level 7 I should auto succeed with the Assurance feat. The other upgrades are the same.
Question 3: Tower shields seems to have little information about them. Tower shields are more expensive, have a movement speed reduction and have a much higher bulk. Overall not worth it. I want them to be worth it though but can not figure out how. I can remove the speed reduction with the dwarf feat Unburdened Iron and increase my bulk limit with feats but that would require 3 feats just to increase my AC and Reflex saves by 2 which also requires an action. (the action is take cover which is where the +2 ac comes from as well as the reflex save)
There are also no Specific tower shields. Sturdy Shields are by far the best IMO and those are just normal magical steel shields. Is it even possible to make a Sturdy Tower Shield and if so what should be the increase in cost. As I do not think there are rules for this I assume it would be one of those where a DM has to decide. Rather not even bother at that point.
Am I missing something?