gfunk said:Going strictly by the rules whenever you get a critical hit (regardless of the source) and you verify the threat, then your foe's head comes off.
gfunk said:However, the Sage has heartily endorsed the house rule that vorpal weapons keep their original threat range.
Howdy Skip,
I have a question regarding burst enhancements, vorpal enhancements, etc. These enhancements activate when you score a critical hit. My question is this: Will the Improved Critical feat or the Keen weapon enhancement, which both increase the threat range of the weapon, also apply to the burst/vorpal enhancement?
Yes (but if you want to bar that in your game you won't get any grief from me).
There seem to be two sides to this argument.
1) The burst/vorpal enhancements use the end-result threat range of the weapon (i.e. they take into account Improved Critical or Keen).
This one's technically correct.
2) The burst/vorpal enhancements use the original unmodified threat range of the weapon.
This one probably is less problematical in the long run.
Skip Williams
RPG R&D
James McMurray said:Also, remember that Vorpal weapons should technically be artifacts
James McMurray said:considering that their prerequisites are impossible to achieve without research. They require Death Spell which doesn't exist in the core rules.
James McMurray said:Many DMs house rule this to mean any spell with the Death descriptor, but that won't be happening in my game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.