In 2nd ed ADAD I found an effect called sharpness.
It is similar in effect to Vorpal in that an attack roll of a natural 20 results in partial dismemberment.
However, this effect did not automatically result in death the way Vorpal does and targets a randomly determined appendage rather than just causing a decapitation.
When I game-master in future I was thinking that I'd add this effect to specific artifacts in a campaign. This ability is extremely powerful and possibly game breking
Rules:
Strong necromancy and transmutation; CL 16th; Craft Magic Arms and Armor, keen edge; Price +4 bonus.
On a roll of a natural 20 (confirmed as a critical) the weapon causes dismemberment of the target. This results in bonus bleed damage dependent on the dismembered limb. Dismemberment does not cause death although damage caused can. Damage continues at a rate of 1d6 per round until a DC 16 heal check is made or 1 point of magical healing occurs.
Roll a d4 to determine limb removed:
1 or 2 - Arm: 2d6 bleed damage, target loses use of left arm until it is regenerated. -2 STR, -2 DEX
Spells with somatic components can still be used if one arm remains
3 or 4 - Leg: 4d6 bleed damage, target loses use of left leg until it is regenerated. -2 CON, -3 DEX, -15 move speed
Opinions?
It is similar in effect to Vorpal in that an attack roll of a natural 20 results in partial dismemberment.
However, this effect did not automatically result in death the way Vorpal does and targets a randomly determined appendage rather than just causing a decapitation.
When I game-master in future I was thinking that I'd add this effect to specific artifacts in a campaign. This ability is extremely powerful and possibly game breking
Rules:
Strong necromancy and transmutation; CL 16th; Craft Magic Arms and Armor, keen edge; Price +4 bonus.
On a roll of a natural 20 (confirmed as a critical) the weapon causes dismemberment of the target. This results in bonus bleed damage dependent on the dismembered limb. Dismemberment does not cause death although damage caused can. Damage continues at a rate of 1d6 per round until a DC 16 heal check is made or 1 point of magical healing occurs.
Roll a d4 to determine limb removed:
1 or 2 - Arm: 2d6 bleed damage, target loses use of left arm until it is regenerated. -2 STR, -2 DEX
Spells with somatic components can still be used if one arm remains
3 or 4 - Leg: 4d6 bleed damage, target loses use of left leg until it is regenerated. -2 CON, -3 DEX, -15 move speed
Opinions?