Vorpal weapons need a rework


Homebrew and House Rules


So, the idea of a vorpal weapon is quite cool.

However, the execution leaves a lot to be desired.

Yes, it's not as easy to set your opponent up the bomb as a save-or-suck wizard, but it still has the problem of rendering the ablative nature of hit points obsolete.

I would recommend instead that the property add a bonus equal to 5 x the wielder's BAB to the damage roll, which is multiplied on a critical hit. The opponent must be vulnerable to decapitation to take this extra damage.

Sovereign Court

Meh... use it on a kukri, scimitar or other high crit range weapon and you should be decapitating 25% of the time with improved crit or keen...

Pretty good as is... awesome against dragons and other high hp critters


A vorpal weapon is supposed to render the ablative nature of hit points obsolete--at least on those rare occasions where you actually roll a natural 20 and confirm. That's the entire reason for it to exist--to add an element of danger that no amount of sheer meatiness can overcome. That isn't vorpal's problem; that's its intent.

The vast majority of the time, you're swinging a vastly inferior sword to what you could normally afford at that level.


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Purple Dragon Knight wrote:

Meh... use it on a kukri, scimitar or other high crit range weapon and you should be decapitating 25% of the time with improved crit or keen...

Pretty good as is... awesome against dragons and other high hp critters

The weapons crit range doesn't matter at all. The vorpal effect only functions on a natural 20, regardless of the weapons crit range. Improved Critical or Keen don't make the vorpal effect any more likely to happen.

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