Teuvel'Khilat / Heritage / Vorpal

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Dates: -9,050 to -9,000 DR (50 years)

Powers

Vorpal

The edge of the blade is razor sharp. The sword is treated as +3 for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. On a very high attack roll, it will sever an extremity—arm, leg, neck, tail, tentacle, or other extremity determined by natural (unmodified) dice roll:

  • 18-20 normal/armored (17-20 with chromatic edge)
  • 19-20 larger than normal size (18-20 with chromatic edge)
  • 20 solid stone or metal (19-20 with chromatic edge)

A Called Shot can select the extremity to be severed, though the typical -4 Called Shot penalty may apply. Otherwise the DM can select the extremity severed by logic or random roll. Called Shots may also be attempted against opponents weapons or other items held.

Similar to an axe chopping through soft wood, the sword can chop through rock hard materials, including hardwood, bone, stone and metal. The sword can inflict 1 point of structural damage per round.

Light

The sword can shed magical silvery blue light at will, according to the wielder's desired intensity - none, a 5-foot circle of dim illumination, a 15-foot light, or a 30-foot radius glow.

Interactions

  • Moon Blade - Shed light will default to moonlight, unless a color is specified or the chromatic blade is activated.
  • Dreamwarning - Activating subdual damage negates severing.
  • Nature's Friend - When used against living wooden creatures, the sword does double maximum damage.
  • Flame Tongue - When the sword is flaming, it can cut through two feet of ice in a round.

Appearance

Rite