RUMBLETiGER
Adventurer
I've got a mental image of the whip wrapping around an opponents neck, than tightening. Grizzly.
I've got a mental image of the whip wrapping around an opponents neck, than tightening. Grizzly.
I've got a mental image of the whip wrapping around an opponents neck, than tightening. Grizzly.
Interesting - my mental image was <snap><pop> if you get my drift...
?..but a wise move could be to consider that the Vorpale effect can only work if the whip deals damage.
Means the weapon's magical ability triggers on a hit- specifically, a confirmed crit on a nat20- not upon dealing damage. That the mundane properties of the underlying weapon would prove ineffectual against a particular foe does not mean the enchantment would likewise be nullified.
We had a similar discussion about flaming whips some time ago here on ENWorld:
http://www.enworld.org/forum/d-d-legacy-discussion/138686-flaming-whip.html
Which is not the way the Vorpal power- a +5 equivalent enchantment, might I add- is worded.
SRD said:The Damage columns give the damage dealt by the weapon on a successful hit.
SRD said:A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.
SRD said:When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or "crit"). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit. It doesn’t need to come up 20 again.) If the critical roll is a miss, then your hit is just a regular hit.