The best way that I can see you improving your combat effectiveness is through the specific spells you choose.
As you had said, money is sort of tight in your campaign, so you need to make due with what you have at your disposal naturally. Luckily, this isn't hard considering that you have a +4 Cha score (Giving you anywhere between 1-4 additional spells per day at your current bonus). So considering your want to improve how well you do in combat, focus on preparing combat buff spells
These are the spells that I think you should prioritize (keep in mind that I only have the core rule book on hand):
+Bless Weapon(1st): A very situational buff, but powerful when used against the right enemies (ya did good on this one)
+Magic Weapon(1st): Prepare this instead of Bless. Bless may give you a bonus against fear, but Magic Weapon increases your damage as well as your attack bonus.
+Bull's Strength(2nd): I know that you put most of your stuff into Ranged Weapons, but everything on the list available to me is either a buff you don't need or something that seams too underhanded for a "rock star" (also, I don't think you need a spell that lets you take half of the damage that your friends take when there is a fully-functioning tank). As you may already know, Bull's Strength increases your Strength Ability by 4, so at the very least, you increase your Combat Maneuver Scores. This means it's easier to absolutely wreak an enemy's day by affecting how they move, inflicting statuses on them, or simply moving through them.
+Greater Magic Weapon(3rd): THIS is one of the key spells you should prepare when you get into the upper echelons. It's like Magic Weapon, but it gives you additional bonus amounts for every four levels your character has. Also, this spell specifically states that you can cast this spell on up to 50 arrows in the same quiver; this means that if you have to switch to another bow, or if your party also invests in bows, the spell is used to its maximum potential between multiple weapons.
+Prayer(3rd): Anyone in a 40ft radius of you receives a +/-1 to every roll depending on their loyalties; That's an increased advantage of 2 against whatever enemies you are fighting!
+Dispel Chaos/Evil(4th): these two spells give you +4 against the attacks of the designated alignment and automatically dispels effects cast by said creatures or spells that are of that alignment
This last one is just in case you attempt to build physically or your Fighter is being cornered by a Demon or something...
-Holy Sword: PROS: weapon automatically becomes +5 AND deals an additional 2d6 damage to Evil Creatures. CONS: Can only be applied to melee weapons and negates the powers of whatever weapon it is used on (that last bit could be fun to use against an enemy using an all-powerful cursed weapon, but again, this is a bit situational)
I hope this helps.
P.S.: Your party should invest in Heavy Repeating Crossbows once you hit level 10
(source: threadbombing.com)
See Here
It appears that they simply will not wear metal equipment. The PHB says they will not use metal equipment. It does not say that they are not proficient with it.
From page 65 of the PHB:
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Since I can't find any mention of consequences for wearing metal equipment as a druid, and given the wording in the PHB, I can only assume that you have two mutually exclusive options:
- Be a druid
- Wear metal equipment
Best Answer
Armor bonus no, other effects yes.
Armor bonuses to AC do not stack.
As listed in the glossary of common terms:
And as listed in equipment:
As for the other bonuses and effects of the two items, as they are items in different slots (armor slot and chest slot, respectively) with different bonuses they should stack just fine, since, unlike Bracers of Armor, Snakeskin Tunic does not have a clause that turns off its other abilities when another armor bonus takes precedence.