Hello all. First post, so please be gentle. Hope this ended up in the right forum.
Playing a human artificer in a 3.x campaign, hopefully hitting level 8 soon. Generally I'll be filling the role of blaster/crafter for the party, but it's not uncommon for the ranged characters to get stuck face to face with the Big Bads, so I'm looking to build myself a reliable melee weapon to deal with just that situation. I'd appreciate help from some more experienced and knowledgeable players about how to optimise this concept. All 3.5 material is allowed, assuming the inclusion of errata and updates. No dragon magazine. The DM has agreed to let me use a fullblade as a template for a bludgeoning weapon, and the intention is to build the weapon using the following templates/materials/enhancements:
Base:
Greatmace - 100 gp - (2d8, 19-20/x2, 2 handed, bludgeoning, 23lb, exotic) - converted fullblade from Sword and Fist
Material:
Platinum - 7000 gp - (increases damage die to 4d6, doubles weight to 46 lb) - Magic of Faerun 179-180
Templates/methods:
Dwarvencraft - 600 gp - (untyped +2 bonus to save throws, increased hardness/hp of material) - Races of Stone 159
Dire - 300 gp - (+2 dire bonus to damage, increases weight by 25% to 57.5 lb, adds exotic heavy proficiency requirement) - Arcana Unearthed 126
Devanian - 300 gp - (halves weight to 28.75 lb) - Arcana Unearthed 126-127
Magical Enhancements:
Magical Weapon enhancement +2 -8000 gp - (+2 bonus to attack rolls and damage etc.)
Forceful +1 (x3) - 6000 gp (2000x3) - (increased damage die to -> 4d8 -> 4d10 ->6d10) - Arms & Armor 3.5 46
Continuous spell "Master's Touch" - 4000gp - (Gives proficiency with the held weapon) - Complete Adventurer 154
So that leaves us with a 2 handed weapon with some very specific requirements in terms of proficiency, but a damage roll of 6d10 +4 weighing in at around 29 lbs.
If I survive to level 13 I'll probably try and add the Transmuting property from MIC, but that's for another day. In the meantime, to make this thing do even more ridiculous damage, a spell of Greater Mighty Wallop at caster level 8 takes this up two effective damage sizes from 6d10 to 12d8 to 18d8 (+4) for 8 hours (spell uses table 2-2 on pg 28 of the DMG).
As best as I can reckon, the base price for this thing (minus the wallop and transmuting) comes to 31300 gp (or 43300 gp with a +3 enhancement instead of +2) but I'm pretty new to crafting and pricing of items so corrections would be welcome.
Other stuff I've looked at for adding at a later point:
Intense (+1) - Keen for bludgeoning weapons
Wrathful Healing (+3, clvl 15) - heals the bearer for half of the damage he deals.
Sudden stunning (2000 gp, clvl 9) - swift action to attempt to stun on hit (reflex save DC = 10 + CHA bonus + half character level)
Interested to hear what suggestions people have to improve/change the weapon. Also, it needs a name, I suppose.
Playing a human artificer in a 3.x campaign, hopefully hitting level 8 soon. Generally I'll be filling the role of blaster/crafter for the party, but it's not uncommon for the ranged characters to get stuck face to face with the Big Bads, so I'm looking to build myself a reliable melee weapon to deal with just that situation. I'd appreciate help from some more experienced and knowledgeable players about how to optimise this concept. All 3.5 material is allowed, assuming the inclusion of errata and updates. No dragon magazine. The DM has agreed to let me use a fullblade as a template for a bludgeoning weapon, and the intention is to build the weapon using the following templates/materials/enhancements:
Base:
Greatmace - 100 gp - (2d8, 19-20/x2, 2 handed, bludgeoning, 23lb, exotic) - converted fullblade from Sword and Fist
Material:
Platinum - 7000 gp - (increases damage die to 4d6, doubles weight to 46 lb) - Magic of Faerun 179-180
Templates/methods:
Dwarvencraft - 600 gp - (untyped +2 bonus to save throws, increased hardness/hp of material) - Races of Stone 159
Dire - 300 gp - (+2 dire bonus to damage, increases weight by 25% to 57.5 lb, adds exotic heavy proficiency requirement) - Arcana Unearthed 126
Devanian - 300 gp - (halves weight to 28.75 lb) - Arcana Unearthed 126-127
Magical Enhancements:
Magical Weapon enhancement +2 -8000 gp - (+2 bonus to attack rolls and damage etc.)
Forceful +1 (x3) - 6000 gp (2000x3) - (increased damage die to -> 4d8 -> 4d10 ->6d10) - Arms & Armor 3.5 46
Continuous spell "Master's Touch" - 4000gp - (Gives proficiency with the held weapon) - Complete Adventurer 154
So that leaves us with a 2 handed weapon with some very specific requirements in terms of proficiency, but a damage roll of 6d10 +4 weighing in at around 29 lbs.
If I survive to level 13 I'll probably try and add the Transmuting property from MIC, but that's for another day. In the meantime, to make this thing do even more ridiculous damage, a spell of Greater Mighty Wallop at caster level 8 takes this up two effective damage sizes from 6d10 to 12d8 to 18d8 (+4) for 8 hours (spell uses table 2-2 on pg 28 of the DMG).
As best as I can reckon, the base price for this thing (minus the wallop and transmuting) comes to 31300 gp (or 43300 gp with a +3 enhancement instead of +2) but I'm pretty new to crafting and pricing of items so corrections would be welcome.
Other stuff I've looked at for adding at a later point:
Intense (+1) - Keen for bludgeoning weapons
Wrathful Healing (+3, clvl 15) - heals the bearer for half of the damage he deals.
Sudden stunning (2000 gp, clvl 9) - swift action to attempt to stun on hit (reflex save DC = 10 + CHA bonus + half character level)
Interested to hear what suggestions people have to improve/change the weapon. Also, it needs a name, I suppose.