Ok, not familiar with all of those enhancements. I know Teleporting. I am assuming Exit Wound turns it into a Line Attack? What book is that from? What does Off-handed do? Also, if you are talking about throwing it on a Wizard, why not use it as you primary weapon? Not like you are generally going to be doing standard attacks each round anyway.
Could you use this to deliver touch spells, like maybe Chilling Touch or some such as a free action?
Did you see me rambling earlier about finishing my weapon handbook. Everything is in there.
Teleporting +1 Bonus - EXPANDED PSIONICS HANDBOOK (3.5)
Always returns to you, doesn't do that stupid flying back to you crap.
Exit Wound +2 bonus - COMPLETE WARRIOR (3.5)
Goes THROUGH your target to hit the target behind him USING THE SAME TO HIT ROLL AS THE FIRST.
Example: Okay, Str 16, +1 Throwing/Distance/Exit Wound/Teleporting Heavy Pick I’m holding with two hands. I got a BAB: 7 as a cleric. I power attack for +7 which I add to my +3 for Str and since it’s with two hands, my damage is now 1d6+1d6+16. I cast surge of fortune a few rounds before, so now I get to throw it. I take the auto 20 and get lucky for a confirmed critical. Let’s say damage is a nice average 23. Now the critical is x4 for 92 points of damage to everyone in a straight line for 100 feet. Next round it appears in my hand and I look at the next row of targets, “Sorry to -pick- on you.”
Off-handed is in the extrapolated Weapon Special Ability Section. It works out to be a +3 bonus that gives you an extra attack, but only with an off-hand weapon. It stacks with Speed, as if anyone ever takes speed.
Why on a wizard?
It's a free attack, baby. As in, I cast a spell, then bitch slap someone as a free action, watch it teleport back onto my hand. I need to use my hand? Oh. Okay. I use my free action at the start of my round. Now My hand is free until the start of my next action. It eliminates the one drawback of a wizard using it, because you can get rid of it as a free attack, freeing up your hand for your spells, but it comes back to you later. True, you lose the shield bonus while it's gone, but that's made up for in the versatility. Keep it on when you are in HTH range, use it when you are hanging back.
And to the guy who says, "I like carrying a metamagic rod." You still do. In your main hand. You throw the Shield/Fist at someone, draw your material componates as a free action (part of casting the spell) cast your spell, the material componates are gone, the glove teleports back onto your hand.
I'm gonna make my next villian a wizard who wears TWO of these fuckers, but he's gonna enchant them to act as gloves of storing. When he throws them, whatever they are storing appears in his hands. When they return, they "swallow up" what he was holding. So he throws them when he wants to cast a spell. Two free attacks a round! Maybe I'll do the multiple castings of Persistent Cloud of knives trick too.