Vorpal special ability
Vorpal special ability
I was reading the melee weapons special abilities at the Dungeon Master Guide and saw the Vorpal stuff.
how does it exactly works?
let's supose I have a Bastard Sword (Critical 19-20) and I put Vorpal on it.
I take off the guys had only if I take a natural 20 and confirm or if I make any confirmed critical attack?
So if I have improved critical it comes to crit. 17-20...
so thats easy to kill someone by sever its head
can you guys explain this to me??
Thans
how does it exactly works?
let's supose I have a Bastard Sword (Critical 19-20) and I put Vorpal on it.
I take off the guys had only if I take a natural 20 and confirm or if I make any confirmed critical attack?
So if I have improved critical it comes to crit. 17-20...
so thats easy to kill someone by sever its head
can you guys explain this to me??
Thans
- Rob-hin
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That's it basically.
Upon a natural 20 you roll a confirmation, if you hit again, you sever the opponents head from it's body.
Only effective agains normal opponents, not beholders, undead and creatures like that.
Only slashing weapons can be vorpal.
Vorpal costs:
Must have +1 = 2.000 gp
Vorpal is a +5 enchantment = 70.000 gp (70.000 - 2.000)
Total costs 72.000 gp
Upon a natural 20 you roll a confirmation, if you hit again, you sever the opponents head from it's body.
Only effective agains normal opponents, not beholders, undead and creatures like that.
Only slashing weapons can be vorpal.
Vorpal costs:
Must have +1 = 2.000 gp
Vorpal is a +5 enchantment = 70.000 gp (70.000 - 2.000)
Total costs 72.000 gp
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- Siberys
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"This potent and feared ability allows the weapon to sever the heads of those it strikes. 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."
Natural 20, so keen or improved crit does not matter.
Natural 20, so keen or improved crit does not matter.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
just like, if the dm allows, with death strikes, in which you need at least 20, 20 and a hit. Not a crit, but an 'instant hit'. but since instant death causes PCs much more trouble than monsters, It's not that good if it is used
If something can go wrong, it will go wrong
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Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
- Siberys
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Vorpal looks flashy, but it's really one of the worst abilities for DND. You have a 5% chance to actually threat a vorpal attack and then you still have to confirm. It's +5, which is insanely high for a weapon, it's not worth it.
Go for speed, wounding, or even brilliant energy. Possibly the best three there are.
Go for speed, wounding, or even brilliant energy. Possibly the best three there are.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
I never saw the use of vorpal either. Mostly because many high level monsters have the addition of "immune to critical hits". Those are sometimes immune to wounding too, but at least that doesnt put a +5 cost on the weapon.
Hehe, with a vorpal weapon, go dueling and fight extremely defensive to draw out the battle. At some point you must get your natural 20 and confirm hit.....
Hehe, with a vorpal weapon, go dueling and fight extremely defensive to draw out the battle. At some point you must get your natural 20 and confirm hit.....
If something can go wrong, it will go wrong
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
I'm a bad judge, but I usualy like ghost touch for its general usefullness whenever you meet uncorporeal people or someone who uses a gaseous form potion and such
If something can go wrong, it will go wrong
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
uncorporeal still has 50% ignore corporeal sources, normal weapon has no hit chance. +1 50%, +1 ghost touch 100%. not counting normal AC. so that is why I like ghost touch, or I misunderstood that line of description
If something can go wrong, it will go wrong
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
*shakes my head* Oskatat is right. Ghost touch does a few things:
1. It allows your weapon to become incorporeal in order to strike such creatures and ignoring their 50% chance to miss.
2. It allows incorporeal creatures to use the weapon with this enchantment as well. Meaning a ghost could wield a ghost touch sword normally.
It's not much in normal circumstances, but if you end up in a place where you fight incorporeal monsters more than on a rare-none basis, it really can come in handy.
1. It allows your weapon to become incorporeal in order to strike such creatures and ignoring their 50% chance to miss.
2. It allows incorporeal creatures to use the weapon with this enchantment as well. Meaning a ghost could wield a ghost touch sword normally.
It's not much in normal circumstances, but if you end up in a place where you fight incorporeal monsters more than on a rare-none basis, it really can come in handy.
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so, anyone expecting to face uncorporeal undead, it's very good. Anyone expecting to face things comming out of walls? It's usefullness actualy goes up as you gain levels
If something can go wrong, it will go wrong
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
Always prepare for the worst
Never let experience guide you: every day is different
Antagonist
- Siberys
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If your DM allows it, the most useful +1 ability for weapons-
Sure Striking.
What this does it whatever alignment you are, this bypasses the alignment of all creatures with Damage Reduction/Alignment.
So, if you are lawful good, and you happen to be fighting a paladin by chance, due to some crime for instance, and he somehow has damage reduction 10/evil, you can strike through that with ease, even if you are lawful good. It will not adversely affect your alignment because the ability is a neutral ability, since it affects all alignments.
Sure Striking.
What this does it whatever alignment you are, this bypasses the alignment of all creatures with Damage Reduction/Alignment.
So, if you are lawful good, and you happen to be fighting a paladin by chance, due to some crime for instance, and he somehow has damage reduction 10/evil, you can strike through that with ease, even if you are lawful good. It will not adversely affect your alignment because the ability is a neutral ability, since it affects all alignments.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged