| Flintas |
| 1 person marked this as FAQ candidate. |
I'm trying to figure out if I've got this right. A Klar with a Bashing enchantment on it would be doing 2d6 damage on a shield bash, correct? A Klar's damage is listed as 1d6, bashing increases it by 2 sizes.
d6 ->d8->2d6.
Am I right on this or not. The reason I ask is because the Klar lists Slashing damage and a shield bash is normally Bludgeoning. The change could just be a flavor of the weapon thing. I'm not sure.
Nefreet
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KLAR
Price 12 gp
Type martial
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.
I'm sure they mean "spiked shield" and not "shield with armor spikes".
Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a 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.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength; Price +1 bonus.
Shield Spikes: 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.
So, since a spiked shield already counts as one step larger, then the bashing enchantment would only increase a klar one more step, to 1d8.
Imagine if you removed the blade from the klar, it would essentially be a 1d4 weapon.
Still, if you did do Bashing, and someone were to cast Enlarge Person on you, then it would deal 2d6. If you were doing Thunder and Fang, that's a pretty decent damage output (5d6 if both hit).
EDIT: Combined my three posts into one.