+2 Flaming, Shocking, Frezzing Great Axe


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Re: DM's fiat

radferth said:
I would remind all you DMs out there that you are not required to let characters take advantage of every seeming loophole they discover, although you certainly can if you want to. I would not find the multiple energy unbalancing, but I do think is sounds a bit silly. I have a character in my campaign who has a +1 dagger with flame and frost abilities, but only one may be active at a time (converted from Tenser's dagger of frost and flame). Not an efficient use of weapon enchantments, but still useful. Also remeber that you are not required to have high level wizards and sorcered around just waiting for the chance to add enchantments to your character's items for a "small" fee, unless you want to.

Uh...thanks...I think.... :confused:
 



kreynolds said:
Yup. But there's only a small percentage of creatures that are immune or resistant to all three types of energy on that axe. I think Demons or Devils are, maybe both.
Tanar'ri demons are immune to poison and electricity, and have cold, fire, and acid resistance 20. Baatezu devils are immune to fire and poison, and have cold and acid resistance 20. Electricity hurts them normally, and sonics hurt both normally.

Funny, but a tiefling has a resistance of 5 to each type on the axe. :D


Personally, I'd rather sacrifice one of the energy enhancements for Sure Striking.
Agreed. :cool:
 

If I had a Flaming, Freezing, Shocking Greataxe +2, I would make the command word for all 3 effects something I could easily remember. Maybe my mom's maiden name, or my dog's you know?

I defintely wouldn't make them all different. Who wants to stand around in the middle of combat shouting out things like:

Round 1 - "Alabaster!" (Flaming comes on)
Round 2 - "Freon!" (Freezing comes on)
Round 3 - "Highlyconductivemetal!" (Shocking comes on)

Isn't it easier to just do this:

Round 1 - "Judy!" (Flaming, Freezing, AND Shocking come on)
 

Except that Command activated is a standard action.

So, technically, you would then be calling and activated or deactivating powers at random!

Round 1: Judy (a random power goes on or off?)
Round 2: Judy (a random power goes on or off?)
Round 3: Judy (a random power goes on or off?)

Gah, this weapon is useless!


Is that the greataxe of wonder?
 

Caliber said:
If I had a Flaming, Freezing, Shocking Greataxe +2, I would make the command word for all 3 effects something I could easily remember.

You could if your DM allowed such a house rule. Each command word must be spoken, and technically, even if they are the same. You have 3 weapon enhancements, each of which require a standard action to activate. That's 3 standard actions you have to burn to fully activate your weapon.
 

Me, I want a +1 Evil Corrosive Screaming Flaming Shocking Dagger of Frost and Human Bane and a Glove of Storing to keep it hidden and in stasis for my halfling assassin munchkin of death. Snap your fingers, plunge it in to that goody-two-shoes-nosy-meddler PC, snap your fingers.

2d6 evil + 1d6 acid + 1d6 sonic + 1d6 fire + 1d6 electricity + 1d6 cold + 2d6 vs humans + 8d6 sneak attack = 17d6+1d4+1 damage to that busy body paladin. Too bad he's only got 11d10+22 hp... :)
 

Jeremy said:
2d6 evil + 1d6 acid + 1d6 sonic + 1d6 fire + 1d6 electricity + 1d6 cold + 2d6 vs humans + 8d6 sneak attack = 17d6+1d4+1 damage to that busy body paladin. Too bad he's only got 11d10+22 hp... :)

Since the ELH is on it's way, why don't you go ahead and throw Keen and my version of Vorpal on there while you're at it? An additional 10d4 points of force damage on a crit can't hurt. :D
 

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