+2 Flaming, Shocking, Frezzing Great Axe

Macbrea said:
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?

Sounds like a fun weapon to give to a villain. He'll know how to use if of course. But when the players kill 'em and take it, think of all the torment ... err ... fun I can inflict upon them! :D
 

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Just make sure that it's a bit easier to use in that it goes off whenever the command word is said, not just with a standard action. then make the command word be "I". Of course, since the thing isn't intellgent, it will make all sorts of mistakes, such as miniterpretting the words sty, pie, cry, jive, etc.
 

Sure striking is pretty worthless except on back up weapons. First of all, lots of creatures have DR X/+1 or DR X/+2. Not so many have DR X/+3 and very few have more than that. So in most cases, adding an additional +1 will help as much as sure striking for beating DR. And it also helps the attack and damage.

For example, simple +2 arrows would have been more effective against the Death Slaad's DR 20/+2 than +1 sure striking arrows.

Second, Greater magic Weapon helps quite a bit against DR creatures. It only takes a 9th level caster to enchant a weapon enough to defeat a Balor's DR. Of course, the Balor's greater dispelling will ruin the GMW, but it could also suppress the magic weapon for a few rounds as well. And 9th level guys against a balor are probably screwed anyway.

I thought the FAQ said that all weapon properties are activated with one action.

Also, it would almost certainly be possible to have a sheath with enough hardness to withstand the effects of leaving the weapon on all the time.
 

My 10th level Party was almost wiped out by two huge undead worms from a Dragon Magazine because they had DR 25/+3, 20ft reach and combat reflexes. The Sure Striking Arrows were the only thing hurting them. If at 10th level we got +3 DR creatures, it seems like a wise investment against my DM ;)
 

Hammerhead said:
Sure striking is pretty worthless except on back up weapons. First of all, lots of creatures have DR X/+1 or DR X/+2. Not so many have DR X/+3 and very few have more than that. So in most cases, adding an additional +1 will help as much as sure striking for beating DR. And it also helps the attack and damage.

For example, simple +2 arrows would have been more effective against the Death Slaad's DR 20/+2 than +1 sure striking arrows.

Second, Greater magic Weapon helps quite a bit against DR creatures. It only takes a 9th level caster to enchant a weapon enough to defeat a Balor's DR. Of course, the Balor's greater dispelling will ruin the GMW, but it could also suppress the magic weapon for a few rounds as well. And 9th level guys against a balor are probably screwed anyway.

I would almost agree with you. But I always forget about that little problem of NPCs that are just as bad as you are running around with really nice damage reduction, not to mention the spellcasting NPCs alone that can give themselves DR.

So, I think it's pretty effective. Besides, I would much rather the party spellcaster unleash Implosion or Disintegrate than waste a perfectly good spellslot on GMW.

Hammerhead said:
I thought the FAQ said that all weapon properties are activated with one action.

That would be news to me.

Hammerhead said:
Also, it would almost certainly be possible to have a sheath with enough hardness to withstand the effects of leaving the weapon on all the time.

Oh god. Not this again. :eek:
 



DocMoriartty said:
The monsters are going to be really upset when your "frezzing" weapon leaves them with giant afros.

Sorry, OT- DocM Please contact me ASAP. Your Email is bouncing. :(
 
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Implosion or Disintegrate than waste a perfectly good spellslot on GMW.

How'd he get an implosion into his 4th level spell slot? Or a disintigrate into his 3rd level slot? GMW is a great spell. The party in my RttToH campaign lives on the spell.

Of course, they use Gloves of Storing and extend spell to make the GMW last effectively until dispelled.
 

kreynolds said:


I would almost agree with you. But I always forget about that little problem of NPCs that are just as bad as you are running around with really nice damage reduction, not to mention the spellcasting NPCs alone that can give themselves DR.

So, I think it's pretty effective. Besides, I would much rather the party spellcaster unleash Implosion or Disintegrate than waste a perfectly good spellslot on GMW.

Oh god. Not this again. :eek:

Yes, Surestriking comes in handy, but it's not that special. I've used on backup weapons. Someone with +2 Frost, Shock sword will kick but against most enemies, and then can pull out the sure striking weapon in emergencies.

GMW isn't as great as Implosion. However, it's only 4th level for clerics and 3rd for wizzies. Even in a relatively short fight, GMW will probably be fairly competetive with fireball. In the long haul, it's even better. GMW also has the nice effect of not getting hosed by SR. When our group fought a Balor, we needed 17s or 18s to beat it's SR. I would have rather made my holy mace +5 than have an Implosion that would bounce off. It's

And any player who tried to keep an active flaming weapon sheathed all the time would be facing some rather unpleasent side effects. Someone protected from fire might be able to do it.
 

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