Early access to vorpal swords?


Advice


I thought up a funny build using a level 2 dip into oracle which hangs out in the back of a fight and spams embrace destiny every other turn until it finds a natural 20. Then on the next turn it runs up to the big bad boss and chops off its head.

The problem is vorpal swords seem really hard to get a hold of. I thought about taking a level of magus or wizard to get myself a bonded weapon (half price to forge a vorpal blade), but thats still a ~40k investment which means I wont be able to use it for more than half of the character's career.

Are there any other ways for me to get a hold of a vorpal blade? Perhaps a class feature of some under-appreciated archetype? Maybe some magic items that give temporary enhancement bonuses/weapon effects for a few rounds?

I bow to your superior wisdom.


4 people marked this as a favorite.

Have you thought about making a character that can actually function in combat instead of figuring out ways to skirt the system?


Snark much?

Grand Lodge

Some posts just ask for snark.


Magus can pump arcane pool points into weapon improvements, I think they get Vorpal by level 5.


Tiny Coffee Golem wrote:
Snark much?

To be fair, we're talking about a character who doesn't do anything but cast a spell until he rolls a 20.

Combats usually last between 3 and 6 rounds. So maybe 1/4 of the time he actually rolls the 20 and gets to do his schtick.

Every other round he's contributing absolutely nothing to the party in combat.


The man wants a vorpal sword. He didn't ask if you wanted a vorpal sword. Maybe he likes to play differently than you. If you don't want to help him than just say nothing. There's no reason to jump in and tell him he's doing it wrong. That's just rude and unnecessary.

OP, I don't know how to help with your issue. Sorry.


Go dual-cursed oracle, get the fortune and misfortune revelations, get magical lineage and wayang spellhunter (Embrace Destiny), get Eldritch Heritage (Arcane) to get a bonded item, go some mystery that makes sense (Battle?, Ancestors?), get quicken spell, wait until higher level, ???, Profit?

There's really not a great way to cheapen the cost of the enchantment.

Then you can cast quickened Embrace Destiny as a level 3 quickened spell, and be able to misfortune and fortune yourself into making the confirmation hit, and be able to get vorpal at a cheaper price. Also, you'll probably want some way to deal with incorporeal so you can crit them. Using this, you can also just go pure oracle. And since you can make it so you only use swift actions for the spell (if you wanted to), then you could do other things with your turn.

Silver Crusade

You will never see a vorpal weapon in society play because of the WBL Wealth by level rule. A vorpal weapon costs a minium of 72000 gp that is the whole wbl for an 11th level character. Try using a Keen scimitar
crit range 15-20 for a mere 8320 gp. You could get one by 5th level


Tiny Coffee Golem wrote:

The man wants a vorpal sword. He didn't ask if you wanted a vorpal sword. Maybe he likes to play differently than you. If you don't want to help him than just say nothing. There's no reason to jump in and tell him he's doing it wrong. That's just rude and unnecessary.

OP, I don't know how to help with your issue. Sorry.

I'm absolutely against telling someone how to play or have fun. But there's also an expectation that every PC will contribute meaningfully to the group. If I was playing and someone in my party spent every round casting a Save or Die spell that the NPC could only fail on a 1, I would be frustrated with that player, and unlikely to sit with them again.

Liberty's Edge

redward wrote:
Tiny Coffee Golem wrote:

The man wants a vorpal sword. He didn't ask if you wanted a vorpal sword. Maybe he likes to play differently than you. If you don't want to help him than just say nothing. There's no reason to jump in and tell him he's doing it wrong. That's just rude and unnecessary.

OP, I don't know how to help with your issue. Sorry.

I'm absolutely against telling someone how to play or have fun. But there's also an expectation that every PC will contribute meaningfully to the group. If I was playing and someone in my party spent every round casting a Save or Die spell that the NPC could only fail on a 1, I would be frustrated with that player, and unlikely to sit with them again.

Especially since the average life of an encounter is like 2-5 rounds. That means they basically will not do anything to assist in the battle for the majority of all battles, as even rolling 2 dice, the chance to guarantee a 20 within 5 rounds is slight.

This doesn't sound like a very effective build to me.

While I don't want to tell someone how to have fun, I think I have the right as a player to sit down with an expectation that any player's character will at least try to be useful for most rounds of a combat (I understand that some combats or encounters neuter certain builds... not what I'm talking about).

Liberty's Edge

Assuming one could afford a vorpal sword in PFS play (maybe at 11, if you've played up often and have never missed a fame point), then one could just summon a cyclops with Summon Nature's Ally V and hand *him* the sword and have him go do the hacking.

Not a terribly effective tactic, but that's probably the best way to reliably use such a weapon.


Yiroep wrote:

Go dual-cursed oracle, get the fortune and misfortune revelations, get magical lineage and wayang spellhunter (Embrace Destiny), get Eldritch Heritage (Arcane) to get a bonded item, go some mystery that makes sense (Battle?, Ancestors?), get quicken spell, wait until higher level, ???, Profit?

There's really not a great way to cheapen the cost of the enchantment.

Then you can cast quickened Embrace Destiny as a level 3 quickened spell, and be able to misfortune and fortune yourself into making the confirmation hit, and be able to get vorpal at a cheaper price. Also, you'll probably want some way to deal with incorporeal so you can crit them. Using this, you can also just go pure oracle. And since you can make it so you only use swift actions for the spell (if you wanted to), then you could do other things with your turn.

Found a way to make it mo' better.

Take a level dip in Foresight Wizard so that you can Prescience at the beginning of your turn, giving you yet another roll.

So it goes:
Swift Action: Embrace Destiny
Free Action: Prescience Roll
Full-round Actions: Whatever?

Would require a lot of stats. Actually, I'm quite amused by this build....


redward wrote:
Tiny Coffee Golem wrote:

The man wants a vorpal sword. He didn't ask if you wanted a vorpal sword. Maybe he likes to play differently than you. If you don't want to help him than just say nothing. There's no reason to jump in and tell him he's doing it wrong. That's just rude and unnecessary.

OP, I don't know how to help with your issue. Sorry.

I'm absolutely against telling someone how to play or have fun. But there's also an expectation that every PC will contribute meaningfully to the group. If I was playing and someone in my party spent every round casting a Save or Die spell that the NPC could only fail on a 1, I would be frustrated with that player, and unlikely to sit with them again.

There's also a polite way to point that out without attempting to shame them. Perhaps they never considered it or maybe it's for a comical game or maybe it's just a mental exercise. Kenders comment falls dangerously close to "don't be a jerk" territory.

Just be nice. That's all.


Tiny Coffee Golem wrote:

The man wants a vorpal sword. He didn't ask if you wanted a vorpal sword. Maybe he likes to play differently than you. If you don't want to help him than just say nothing. There's no reason to jump in and tell him he's doing it wrong. That's just rude and unnecessary.

OP, I don't know how to help with your issue. Sorry.

Sorry if I was snarky, but it's a rube goldberg machine as a pfs character. Not only that, it's a bad rube goldberg machine as most any other character with a vorpal sword would have been better.

You could have more easily gone up and used a vorpal sword until you rolled a 20. It would happen more often because then at least you'd get iterative attacks. For example, you could use a monk/fighter with the critical feats and a temple sword to make 5 or more attacks a turn at level 12. Instead, you are safely in the back rolling one dice hoping for a 20 while the party deals with the encounter.

As a result, it's one of the most counter productive combat concepts I've seen. It does nothing to help the party, not even soaking up attacks unless it rolls a 20 and then can move up to the BBEG on the next turn and then confirm.


Furious Kender wrote:
Tiny Coffee Golem wrote:

The man wants a vorpal sword. He didn't ask if you wanted a vorpal sword. Maybe he likes to play differently than you. If you don't want to help him than just say nothing. There's no reason to jump in and tell him he's doing it wrong. That's just rude and unnecessary.

OP, I don't know how to help with your issue. Sorry.

Sorry if I was snarky, but it's a rube goldberg machine as a pfs character. Not only that, it's a bad rube goldberg machine as most any other character with a vorpal sword would have been better.

You could have more easily gone up and used a vorpal sword until you rolled a 20. It would happen more often because then at least you'd get iterative attacks. For example, you could use a monk/fighter with the critical feats and a temple sword to make 5 or more attacks a turn at level 12. Instead, you are safely in the back rolling one dice hoping for a 20 while the party deals with the encounter.

As a result, it's one of the most counter productive combat concepts I've seen. It does nothing to help the party, not even soaking up attacks unless it rolls a 20 and then can move up to the BBEG on the next turn and then confirm.

Then point that out, but be nice.


My group has been doing stuff like "no healers" or "martial only". Making a character, thematically awful, and then optimizing them to viability is fun for us. So far we've had no party wipes and we've been fighting up tier for most of our campaigns.

Realistically, as long as you pick up UMD via traits and know your way around Ultimate Equipment, it doesn't matter what your class is. Right now I'm playing a monk and I can basically solo CR encounters my level+ 4 if I get a decent initiative roll. I want my next character to be worse to keep up the challenge. Basically, its either this or a samurai. Please don't make me play a samurai :[

Also, thanks for the eldritch heritage tip, I knew you guys were smart :)


I just realized I could use maximize metamagic to always roll a 20, now I just need the blade.

(see this wasn't such a bad idea).


DiscOH wrote:

My group has been doing stuff like "no healers" or "martial only". Making a character, thematically awful, and then optimizing them to viability is fun for us. So far we've had no party wipes and we've been fighting up tier for most of our campaigns.

Realistically, as long as you pick up UMD via traits and know your way around Ultimate Equipment, it doesn't matter what your class is. Right now I'm playing a monk and I can basically solo CR encounters my level+ 4 if I get a decent initiative roll. I want my next character to be worse to keep up the challenge. Basically, its either this or a samurai. Please don't make me play a samurai :[

That's normal pfs. That isn't unusual. Try season 4 mods with a tactical GM for more of a challenge. Also, tell your GMs to be ruthless or more deadly if that is what you want. In all honesty, most GMs try not to kill you unless you're doing something stupid.

Also, monks have some extremely powerful archtypes, so if you picked one of those, your experiences are unsurprising.

As an aside, unless you actually decide to fight in melee with your oracle instead of sitting in the back polishing your vorpal sword, the samarai will be better in combat.

Grand Lodge

@ both DiscOH and TCG:

Do you guys realize your are posting in the part of the boards specifically about Pathfinder Society Organized Play? You are definitely welcome to post here, but the posts and responses you get here will likely be stuff that follows the campaign guidelines, and an idea like this doesnt sound like it's meant as a PFS character.

I am not denying your ability to play it, it's just from how you (DiscOH) are talking about your games, it makes it sound like this isnt intended to need to be within organized play rules.

If you are not intending this as a PFS character, I suggest you try the Optimization section instead of here. Not meant to say 'go away', but genuinely trying to be helpful.

Liberty's Edge

DiscOH wrote:

I just realized I could use maximize metamagic to always roll a 20, now I just need the blade.

(see this wasn't such a bad idea).

I would rule it doesn't work that way.

PRD: Maximize Spell Feat wrote:
Saving throws and opposed rolls are not affected

Since embrace destiny allows you to use the recorded result as a saving throw or skill check (which includes opposed rolls), you could not maximize the d20 roll.


Just use a scythe instead, the effects are the same.

I suprised you hadn't worked all this out already though, given how ninja you clearly are.

Or yeah, magus apparently doesn't work that way, which means I've seen several being played wrong...


Andrew Christian wrote:
DiscOH wrote:

I just realized I could use maximize metamagic to always roll a 20, now I just need the blade.

(see this wasn't such a bad idea).

I would rule it doesn't work that way.

PRD: Maximize Spell Feat wrote:
Saving throws and opposed rolls are not affected
Since embrace destiny allows you to use the recorded result as a saving throw or skill check (which includes opposed rolls), you could not maximize the d20 roll.

Even if maximized did work, which is very debatable, you would still have to argue that maximizing a d20 results in a natural 20. I cannot see how it could could count as a natural 20, as it's not a natural 20 if you don't roll dice.

Liberty's Edge

Furious Kender wrote:
Andrew Christian wrote:
DiscOH wrote:

I just realized I could use maximize metamagic to always roll a 20, now I just need the blade.

(see this wasn't such a bad idea).

I would rule it doesn't work that way.

PRD: Maximize Spell Feat wrote:
Saving throws and opposed rolls are not affected
Since embrace destiny allows you to use the recorded result as a saving throw or skill check (which includes opposed rolls), you could not maximize the d20 roll.

Even if maximized did work, which is very debatable, you would still have to argue that maximizing a d20 results in a natural 20. I cannot see how it could could count as a natural 20, as it's not a natural 20 if you don't roll dice.

That's a very good point. A pedantic one, but I'll go with the pedantic rules lawyering in a case like this, to stop the cheesy rules lawyering that will ruin games from happening.


You'd have to be at least a 5th level wizard to craft your arcane bonded weapon. Not sure on the eldritch heritage feats.


DiscOH wrote:
I just realized I could use maximize metamagic to always roll a 20, now I just need the blade.

That's actually a pretty sweet idea, and one worth exploring. A way to call up a 20 on a d20 has plenty of uses in and out of combat. Thanks a bunch; I'll have to talk it over with my rules-savvy gaming pals. And thank you for bringing it up, because I had never seen that spell before.

-Matt


I'll let the GM make the call of whether or not it works until there is an official ruling. Are there any other ideas on early vorpal access?

(and yes this is for PFS, if it wasn't I would just ask my GM real nice to let me have vorpal hands or something)

Grand Lodge

Funky Badger wrote:
Magus can pump arcane pool points into weapon improvements, I think they get Vorpal by level 5.

No, they can't make their weapon Vorpal until they get +5 worth of enhancements from spending that Arcane OPool point, which is not until level 17, IIRC.

Bladebound Magus is pretty ugly at that point, of course, they tend to be at the front end of the magic weapon curve for their entire career starting at 3rd level. A free +1 weapon which they can enhance to +2 for a swift action for several encounters.

At 5th level, a Magus can put +2 worth of enhancements on their weapon. This is also the level when they can start to do more than just add +1 to hit and damage on it, but look at the table of special enhancements. If they don't need to spend one on making it +1 to begin with, they can add either 2 +1 bonus enhancements or a +2 bonus enhancement from their limited list of available enhancements.

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