Serpent Kingdoms: Manyfang Dagger +1 dagger - deals quadruple damage on a successful hit, quintuple on a critical. 32,302gp
Just one more of those "stoned game designers get together" things...
It's clearly ridiculous, now you have to apply it to other weapons - BIG weapons. Add shaping and sizing, for one. Or find a generous GM that will let you change the base weapon of fixed enchantments.
Weaponshift from the Spell compendium can fix that easy. It would not even be all that hard to add a use activated unlimited uses per day property for this spell to the item, should only be 4,000gp by the DMG rules. I am thinking courtisan blade (that two handed thinblade) which still lets you use weapon finess for the non-strenght fighters. There is also that pesky exotic weapon in the one dragon magazine that lets you attack twice for every melee attack you make.
Hmm, I wonder what happens if you through a Fiend of Possession into it, I am sure you can come up with some more stuff to add even if you just go with a +6 enhancement.
Now granted, there is a blurb about these weapons only being found in exactly those forms at the beginning of the Magic Items section in SK...
Agreed, but the word they use is usually. So if you can make it, then the should be able to change it. Not that I condone making this dagger as another weapon. Just get the spell above cast.
I have that book, that's not even the most powerful one
Isn't that the one with gems like the feat that forces a save-or-die with every sneak attack?
The Book of Ultimate feats by mongoose is far worse. To name a few ...
1)There is a feat where you take a point of con damage per spell level to not use the spell slot when casting a spell.
2)There are two feats that increase skill caps, one is +1 to all skills and the other is +2 to one skill. Can you say early PrC entry?
3)There is Persistent Power, yes they did it, persistent for psionics. The feat is fun when half the powers in the book are personal and there are easy recharge methods. Especially when you use the eberron implant stones that increase your manifestor level to cover the 8PP cost of persistent power.
4)There is also a stackable feat that reduces xp costs on spells. Probably best if you are using the shun/embrace the dark chaos tricks (plus it makes those spell cheaper in the process).
5) I am afraid to mention these two metamagics but... Spell Chain (Not chain spell). It is a +2 metamagic adjust you apply to two spells, you can cast the two spells at the same time. If you take the feat again, it is still +2 but you can cast three spells. It is like quicken spell adjustment split between the two spells. You can see where this is going with your Incantrix Arcane Thesis build.
Lasting Spell=Persistent Spell on crack. Spells can now last centuries, but usually a Week is enough for me. You can put up a lot of buffs with just three spell slots a day when the spell lasts weeks. Even better epic with your miracle emulation on the shadowcraft mage. Nothing like lingering spell on your silent image miracle that lasts weeks. Disjunction is not so scary any more (put all your gold into epic spells, "equipment" is then safe).