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Thread: Making Vorpal better (3.5) PEACH
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2013-03-11, 12:55 PM (ISO 8601)
- Join Date
- Mar 2011
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- Cydonia
Making Vorpal better (3.5) PEACH
The vorpal enhancement gains three new additions:
1. Vorpal weapons are automatically considered keen.
2. Vorpal weapons have their crit modifier increased by one.
3. On a natural 20, a vorpal weapon severs the head of any creature affected by critical hits. If a creature is not affected by critical hits (includes people in fortified armor), the vorpal weapon instead gets a crit as normal (with the increased multiplier), but not the beheading effect.
If you want an explanation for how that works on a creature immune to crits (like a golem or a zombie), I imagine the vorpal weapon magically damaging the link to the creature's power source.
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2013-03-11, 01:32 PM (ISO 8601)
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- Sep 2012
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Re: Making Vorpal better (3.5) PEACH
I had vorpal weapons not just behead but slice creatures completely in two, even those not subject to critical hits, except for oozes or something that is just a mass of jelly. I did not increase the threat range, but I did let the "kill stroke" occur with any successful critical hit.
Scarmiglione: Are those tentacles or boney protrusions?
PEACH
D20 Improvisational Spellcasting System: Sorcery
D&D 3.5 Feats for Gritty Battle Option
D&D 3.5 Races 0 Level Adjustment
D&D 3.5 Alternative Advancement: Enhancements
D&D 3.5 Gritty Battle Options
D&D 3.5 Alternative Experience System A La Riddle of Steel
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2013-03-11, 03:35 PM (ISO 8601)
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- Aug 2007
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Re: Making Vorpal better (3.5) PEACH
Hmm, the extra crit damage doesn't stack well with the insta-kill ability, but it helps. That alone is worth a +3 I'd say. So really you're paying +2 for vorpal, which is a great deal even when you're forced to combine it with something that it does not combine well with.
Unchanged you can optimize vorpal by getting 9 attacks at very high levels, then pick up bonuses to confirm critical hits. You kill once every 2 full attacks which is about par, or above par if you can focus on the BBEG. And some things are immune at which time you're in trouble. Though you could use +1 vorpals so you can put most of your money into other weapons for the immune foes. That's a lot of work just to hit par some of the time. While technically you might get the original vorpal to be effective in specialized circumstances, it could use a little help. The OP's solution isn't bad, and it gives partial effectiveness in situations that would normally get you in trouble.Last edited by ericgrau; 2013-03-11 at 03:38 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
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2013-03-11, 04:30 PM (ISO 8601)
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- Jul 2011
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- Under the midnight sun
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Re: Making Vorpal better (3.5) PEACH
Could just make it a synergy ability for keen... like xing burst for elementa damage bonuses.
The insta kill is a bit powerful, what about adding damage on a crit like the elemental bursts? Like +3d4 damage on a successful crit and +4 to confirm the crit.Avatar by Szilard, thank you sir for the fine work!
my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
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2013-03-12, 02:54 PM (ISO 8601)
- Join Date
- Oct 2011
- Location
- The US of A
Re: Making Vorpal better (3.5) PEACH
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2013-03-12, 03:35 PM (ISO 8601)
- Join Date
- Mar 2011
- Location
- Cydonia
Re: Making Vorpal better (3.5) PEACH
They were intended to be included together, so a vorpal weapon would be keen/+1 modifier/beheads on 20 (or normal crit on 20, if immune) - all in one.