+2 Flaming, Shocking, Frezzing Great Axe

Re: 3 standard actions or one??

trimeulose said:
...<snip>...

I'm just gonna be lazy and say only this: Activating a command word item is a standard action. The item may have 3 command word functions in it, but they each require a standard action. Dem's de' rules.

I understand your argument, but this topic has been argued over many times. The horse is dead folks. Stop beating it. :)
 
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Just a question, but why in heaven's name would I wait for combat to activate the abilities? First, it's a Greataxe: no weapon sheath. Second: no time duration. Third, its a Greataxe: subtle it isn't. As long as I can keep the axe away from flamable objects, why would I ever turn it off?

As far as GMW vs Sure Striking, it really comes down to money and what type of enemies you're likely to face. However, I personnally would rather make a +1 Greataxe of Frost Flame Shock Sure Striking, and then cast GMW on it daily. Ideally, you craft a wonderous item to cast GMW X/day at 15th level (my favorite is a use-activated whetstone). Sure Striking is generally very worthwhile, especially if you plan to fight the new epic monsters. Adamantine Golems, for example, have DR 50/+7. Any weapon of Sure Striking, however, would overcome that.

As far as DM's who allow only 1 element at a time, I suggest creating a new weapon modifier:

Energy
Upon command, the weapon is sheathed with intense cold, burning flame, or crackling electricity. The energy makes the weapon deal an extra +1d6 damage of the appropriate energy type on a successful attack.
Market Price: +2 modifier.

Energy Burst
As per Energy, except with the Burst effect.
Market Price: +3 modifier.
 

da chicken said:
Just a question, but why in heaven's name would I wait for combat to activate the abilities? First, it's a Greataxe: no weapon sheath. Second: no time duration. Third, its a Greataxe: subtle it isn't. As long as I can keep the axe away from flamable objects, why would I ever turn it off?

Well, if you're walkin' down the street with an unloaded M60, sure, people might do a double-take and avoid you, but they won't freak out (assuming walking around with an M60 is like walking around with a great axe). If, however, you're walkin' around with the very same M60, but you got a belt of ammo fed into the sucker, which you can't hide at all, people will have a very different reaction, and it probably won't be a good one. :)

da chicken said:
Adamantine Golems, for example, have DR 50/+7. Any weapon of Sure Striking, however, would overcome that.

Sure Striking weapons only perform as if they were a +5 weapon in regards to damage reduction. As far as I know, this hasn't changed.

da chicken said:
As far as DM's who allow only 1 element at a time, I suggest creating a new weapon modifier:

Energy
Upon command, the weapon is sheathed with intense cold, burning flame, or crackling electricity. The energy makes the weapon deal an extra +1d6 damage of the appropriate energy type on a successful attack.
Market Price: +2 modifier.

Have you seen the Elemental Aura weapon enhancement? It's a +3 enhancement but it allows you to select any of the 5 elemental energy types as a free action (once per round). I made a burst version of it too.
 
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