I'd have to agree with this logic. Fortification armor should work, but not death ward.Arcturus_Rugend said:That's a tough one...
I'm not sure that the Vorpal quality would qualify as a death effect. It certainly would kill a human, but not, say an Ettin or a Hydra or even an ooze. A death effect would work on all of these creatures.
xrbbb3n said:Would a Critical Hit from a Vorpal Sythe decapitate a character that had "Death Ward" cast upon them?
That's a tough one...
I'm not sure that the Vorpal quality would qualify as a death effect. It certainly would kill a human, but not, say an Ettin or a Hydra or even an ooze. A death effect would work on all of these creatures.
In 3.0 it called for a Critical. In 3.5 they changed that to require a natural 20, regardless of the weapon's normal Critical range.SRD said:Vorpal: 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.
Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.