[Weapons] The Vorpal Property


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Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Ross Byers wrote:

Here is an attempt at some patched wording that gets around some flavor and mechanics issues. The 'effect' is the same, save that it affects more creatures (no more Ettin wierdness), and allows a Fort save (not that many creature will make a fort save of 10 + crit damage). If it is balanced or not is a different discussion

Vorpal
The powerful ability allows the weapon to strike deadly killing blows even in combat. Upon a successful critical hit off of a natural 20, the blow becomes similar to a Coup de Grace, forcing the target to make a fortitude save of DC 10 + the damage dealt or die instantly. Creatures not normally subject to a coup de grace from the weapon, such as creature immune to crital hits or creatures with regeneration, are unaffected. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Creatures killed in this fashion are slain by a precise, killing strike, such as decapitation, disembowling, or being run through the heart.
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.

I like. It seems balanced with the (mis-named) Coup de Grace weapon property.

d20srd wrote:

Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.

Strong telepathy; ML 19th; Craft Psionic Arms and Armor, psionic dominate; Price +5 bonus.


Kae wrote:

Old vorpal is 1 in 400, at worst: Natural 20 to score a threat, natural 20 to confirm against any AC 20x20 being 400.

My version gives you a 1 in 8000 chance (or better) to kill: Natural 20 to score the threat, natural 20 to confirm against any AC, and the victim rolling a natural 1 to fail the required fort save.

I don't have my copy of pathfinder at hand, but given Vorpal hasn't changed since 3.5 I hate to disappoint you but: Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body.

You only need a normal confirmation, no nat. 20 again. Makes the math more interesting.


Jack Townsend wrote:

I don't have my copy of pathfinder at hand, but given Vorpal hasn't changed since 3.5 I hate to disappoint you but: Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent&#8217;s head (if it has one) from its body.

You only need a normal confirmation, no nat. 20 again. Makes the math more interesting.

I'm talking about worst case scenario: Guy with a total attack bonus of, say, +7 attacking someone with AC 30. If you read my post again you'll find that I later go into the fact that it's not always like that.

Grand Lodge

Ross Byers wrote:
Lathiira wrote:
Oh, and my vorpals always went "shing" on a C above high C.
Vorpal blades do not 'shing'. They go 'snicker snack'.

Indeed.

RPG Superstar 2008 Top 32

KaeYoss wrote:
Where have I read that before?

I don't know. I didn't knowingly steal it from anywhere. If I accidentally took credit for someone else's idea I apologize.

Shadow Lodge

1 in 400. or .25% chance.... i am never going to buy this crappy item you want to make vorpal into. not unless it is rolled into keen. You obviously never want this to be in your game. there is no need to go this far with it. it breaks any reliability vorpal had in the fist place.

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