What enchantment should I get for a whip

What enchantment for a whip

  • Vorpal

    Votes: 11 22.4%
  • Distance

    Votes: 8 16.3%
  • A burst(Specify)

    Votes: 2 4.1%
  • Flaming/Shocking/Frost Etc

    Votes: 16 32.7%
  • Brilliant energy

    Votes: 24 49.0%
  • Ghost touch

    Votes: 6 12.2%

Arcanus said:
Brilliant Energy Whip and the ability to cast True Strike!!!!!!!!

Hit someone through closed doors and through walls, 50% miss chance because of their concealment. BUT, IF you cast True Strike before you attack then the 50% chance is negated.

ASSUMING of course you already know the exact location of your foe.

That is just nasty. I think I have a new villian for my guys. :D
 

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Arcanus said:


Wouldn't it be really cool if you had a ring of x-ray vision???

I'm slowly biulding my villian. Got Lasher levels piled on a rogue/fighter. Sneak attack is a must since he's attacking from the other side of a wall.

i think after this, by cable modem will be destroyed by my players.
 

Crothian said:
I'm slowly biulding my villian. Got Lasher levels piled on a rogue/fighter. Sneak attack is a must since he's attacking from the other side of a wall.

i think after this, by cable modem will be destroyed by my players.

I assume you are talking about the ring of x-ray vision to allow a sneak attack through a wall and not true strike.
 


Re: Re: What enchantment should I get for a whip

kreynolds said:


Don't use a whip. Use a +4 mighty barbed whip. Those are nasty. Slap on vorpal or brilliant energy (though I wouldn't use the vorpal in the DMG, so if you oject to house rules, go with brilliant energy) and go to town! :D

Where can I find the alternative? What does it do?
 


I'm seeing a lot of Melee enchantments mentioned here. I didn't think you could get that for a Whip?

My personal enchantment choice to start off with is Sure Striking. DR? Who cares! Then you can tack on the burst enhancements... just don't get sundered! Gack!
 

That Vorpal variant sounds good. I'm wondering whether 4X are enough to justify a +5 equivalent, though. For that amount, you could make it a flaming, frost, shock, corrosive, screaming sword, after all, with +5d6 elemental damage all the time, not just on a crit (although enemies could well be immune to one or several elements).

And if we're already speaking about Vorpal weapons: in AD&D 2e, there were two enchantments wich made the weapon cut off things at a crit: one that cut off any random limb, and one that cut off the head. Does anybody know how the other one was called?
 

KaeYoss said:
That Vorpal variant sounds good. I'm wondering whether 4X are enough to justify a +5 equivalent, though. For that amount, you could make it a flaming, frost, shock, corrosive, screaming sword, after all, with +5d6 elemental damage all the time, not just on a crit (although enemies could well be immune to one or several elements).

And if we're already speaking about Vorpal weapons: in AD&D 2e, there were two enchantments wich made the weapon cut off things at a crit: one that cut off any random limb, and one that cut off the head. Does anybody know how the other one was called?

It was a sword of sharpness. But, as far as your concern as to whether or not my group's version of vorpal is worth the +5 enhancement, yes it is. Remember, in our group's version, all the damage is force damage. Also, the vorpal damage is determined by your weapon, so a longsword will deal 4d8 vorpal and a greatsword will deal 8d6 vorpal. It uses the base weapon damage to determine the vorpal damage. The balance is in the fact that the better the damage a weapon can deal, the smaller the crit range.

Also, in my group, you can't stack energy enhancements. I don't care what Monte says. Allowing the stacking of energy enhancements breaks the burst enhancements. :)
 
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