how to get vorpal at low levels


Advice


What are some ways to get the vorpal effect at low levels (assume 1 mythic tier, common or featured races)?


As in kill someone on a confirmed critical hit?

I don't really know of any low level ways to do it.


Technically, as in kill someone on a confirmed critical hit that was a natural 20. But yes.


You could convince your GM to give you lots of free money


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Barbarian + power attack + scythe


There are some ways to add a lot of special abilities to a weapon (relatively) early (such as magus + crafting + greater magic weapon spell), but getting a single expensive ability is difficult.

Crafting might be your best bet - a +1 vorpal weapon comes at 36k then. You can reduce the price by 5%, with the trait Hedge Magician. Makes a bit more than 34k, roughly your level 8 WBL and about half your level 10 WBL. So, level 10, realistically. About the same level when you get most pounce-like attacks, Merciless Butchery, hunter's surprise or flesh to stone.


+6 weaopn (+1 vorpal is a +6 weapon) cost 72,000 gp + 300 for masterwork weapon + base weapon cost. thechnicly the sooner you get the cash the sooner you can try and buy one.

if your lacking cash then, rule wise, if your gm allow ALL pathfinder stuff and doesn't give you griff for your options...

with as littile as 2,911 gp + base weapon cost. level 7 character (preforebly arcane caster like wizard 5 level and 2 levels of souleater)
btw cost is made of buying 373 mules or donkeis (7 gp each) and the 300 masterwork weapon. you kill 5 of them in a day to use their souls points for your soul pool. since they each have 2 hd and its the same as your souldrinker level each is worth a basic soul that is 100 gp for crafting.

373 soul points worth 100 gp each is 37,300 gp with 1,250 (1,300 i rounded up) you craft an armilarry amulet to get +5 to spellcraft to help make the +6 weapon.
youl allso need craft wonderius items and craft armor and arms feats.
+6 vorpal weapon need a caster level 3 for +1 enhancment, but that u have.
then for vorpal you need keen edge spell which you can get for level 5 wizard. circle of death which you just as well add +5 to dc and ignore (or get a scroll and not craft the amulet but that will help with other crafting so seem better) and dc of 18+5. so a total of dc 28 to make.
at level 7 your spellcraft should be maxed at 7 ranks.+3 for class skill +4 int + for amulet total +19. taking 10 is allowed so you reach 29 dc easy.(can also have only +3 int to reach this but need +4 int for soul pool of 5 at this level. 4 from int +2 from level/2).

all in all 3 days to craft amulet using 13 dunkies or mules and 72 more days using the rest to make the weapon get you a +1 vorpal weaopn in 85 days.

down side?
you have to be n.evil and offer your soul to the horsemen of apocalpise and its damned to abadon once you die....so yea good deal ;)

EDIT made a mistake, each mule has 2 hd mean u can get 2 soul points from each. with +5 int your soul pool is at 6. that mean on one day kill 3 and use 5 points out of 6 and on the other kill 2 and use the 4 and left over 1 for 10 points per 5 mules instad of 10. that mean 187 mules not 373 (rounded up was 186.5) that will cost you 1309 gp for mules and 300 for masterwork weapon. about 1302 gp less then a noted.
also since you have a cacodaemon familier once a day you can use him to make a real soul stone from the dead mules which is also worth a bit for crafting and such, but it will be an animal soul stone worth only 25 gp. since your crafting for 85 days and can only get one of the souls each day that mean u get 85 animal souls stones with total worth of 2125 gp. hey if you got a buyer you just made your spent money back and then some!!
(technicly if you dont care for time. each mule that cost you 7 gp give back 2 soul points worth 200 gp for crafting etc and a soul stone worth 25 gp wich you can try and sell for a profit of 18 gp and them 200 points in crafting. will make the crafting take longer though as you progress 400 base worht a day instead of the max 1,000)

Silver Crusade

Dunno if you consider level 11 to be 'low', but a fighter weapon master with gloves of duelling and the 'warrior spirit' advanced weapon training can add vorpal for a minute as a std action 6/day. Wouldn't know why you'd go for that, though. Vorpal only applies on a natural 20, which doesn't get rolled all that often...

Silver Crusade

zza ni wrote:
really advanced evil crafting stuff

Wow, hat off to you! :D


So inefficient. Don't buy new mules every day. Buy a double set of mules and harvest them for souls every day. Saves so much time, questions, and mule lives


I must know how you use a pair of mules as a continous source of souls.


Are souldrinker negative levels not temporary? If they are to clarify I meant buy twice what you need daily so that you are almost garenteed to have a full refresh. If not time to buy some rabbits


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Ask your DM for a vorpal weapon it if it's reasonable for the power of the campaign, only sensible way.

There is no way for a low level character to acquire a +6 weapon for a low level character in any reasonable manner.


Viondar wrote:
Wouldn't know why you'd go for that, though. Vorpal only applies on a natural 20, which doesn't get rolled all that often...

Well, it becomes more likely if you can do many attacks with the same weapon per round. Rerolls also help, but are usually quite limited in amount.

A monk (weapon adept) 11 has both: 5 flurry attacks (not counting haste), and the option to reroll a non-20 twice due to Perfect Strike. Makes effectively 7 attempts for a 20 per round - at least when you can full-attack and still have uses of Perfect Strike left (11/day total at level 11).

So if it's a rough battle and you spend three rounds on flurry, you get about 1 vorpal hit, in average. Which works quite well with a defensive build - if you deal a lot of damage, you don't need vorpal. But if you spend the resources on defense, vorpal can (to some extent) replace your damage. You still need to be good at confirming your critical hit - a Dex based halfling monk with anatomist trait comes to my mind...


Max out strength, get the weapon proficiency feat that lets you treat a bastard sword as an exotic weapon and thus one handed, now get an OVERSIZED bastard sword, get vital strike, power attack, and convince your DM to use the death by massive damage optional rule. Oh, also permanency enlarge on yourself as soon as possible. And see if you can permanency bull's strength. Take one level barbarian for rage, take a wizard level specializing in...transmutation? The one that lets you permanently raise an ability score by +1, choose strength. After that, take the fighter archetype that seems to focus on two-handed weapons, as they get a more powerful version of power attack and the ability to double their strength modifier on two-handed weapons.

With the death by massive damage optional rule, you won't need to rely on rolling 20s so much.

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