Difference between revisions of "Lightsaber, Standard (3.5e Equipment)"

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<onlyinclude>{{3.5e Magic Item
 
<onlyinclude>{{3.5e Magic Item
 
|name=Standard Lightsaber
 
|name=Standard Lightsaber
|price=<!-- Your item's price. -->
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|price=200gp
|itemlevel=<!-- Your item's level (as determined from the MIC). Note is as Xth (for example, 7th). If the item has multiple versions, separate each with '; or'. -->
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|itemlevel=2nd
 
|desc=
 
|desc=
 
|bslot= - (held)
 
|bslot= - (held)
|cl=<!-- The item's caster level -->
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|cl=1st
|aura=<!-- The item's aura -->
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|aura=Faint (DC 17) [[SRD:Evocation School|evocation]]
 
|act=Swift (manipulation)
 
|act=Swift (manipulation)
 
|weight=1lb
 
|weight=1lb
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While the beam is active, it sheds light like a torch. While the beam can be of any colour (depending on what crystals are used to make the lightsaber), most Jedi use crystals that generate a green or blue beam, while most Sith prefer red beams.  
 
While the beam is active, it sheds light like a torch. While the beam can be of any colour (depending on what crystals are used to make the lightsaber), most Jedi use crystals that generate a green or blue beam, while most Sith prefer red beams.  
  
The lightsaber beam can be wielded as a weapon. It is considered a light weapon, and the user cannot apply their Strength bonus to damage rolls with it. When used this way, the ''standard lightsaber'' makes its attacks as touch attacks, deals 2d4 damage, and has a critical threat range of 20 and a critical multiplier of &times;2. It is considered a force effect, and is automatically considered magical for all purposes, even though it has no enhancement bonus. Additionally, it ignores any object hardness that is less than 20.
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The lightsaber beam can be wielded as a light weapon. Note that a lightsaber is always considered a light weapon, regardless of its relative size to the wielder. When used this way, the ''standard lightsaber'' deals 2d4 damage, and has a critical threat range of 20 and a critical multiplier of &times;2. It is considered a force effect, and is automatically considered magical for all purposes, even though it has no enhancement bonus. Additionally, it ignores 3 hardness per character level of the wielder.
  
 
Lightsabers are difficult for those not sensitive to the Force to wield. They are considered an exotic weapon, but any attack roll of a natural 1 ends up scoring a hit on the user if they are not proficient. Having access to a Force power (either through the Force Sensitive feat or through having levels in a class that grants them) or having proficiency in lightsabers (either from a class or from the feat [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] (lightsabers)) reduces the attack roll penalty to -2, and removes any chance of the user injuring themselves with it. If both are true (that is, the the wielder is proficient and can use Force powers), no attack roll penalty applies.
 
Lightsabers are difficult for those not sensitive to the Force to wield. They are considered an exotic weapon, but any attack roll of a natural 1 ends up scoring a hit on the user if they are not proficient. Having access to a Force power (either through the Force Sensitive feat or through having levels in a class that grants them) or having proficiency in lightsabers (either from a class or from the feat [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] (lightsabers)) reduces the attack roll penalty to -2, and removes any chance of the user injuring themselves with it. If both are true (that is, the the wielder is proficient and can use Force powers), no attack roll penalty applies.
  
If a lightsaber strikes adamantine, it shorts out, deactivating it immediately and making it unable to be reactivated for 1d4 rounds. This also applies if the lightsaber is used to attack a creature wearing adamantine armour, carrying an adamantine shield, or made mostly of adamantine. The lightsaber does not ignore the armour bonus from magical armour, or the natural armour of any creature with any DR except DR X/magic.  
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If a lightsaber strikes refined adamantine, it shorts out, deactivating it immediately and making it unable to be reactivated for 1d4 rounds. This also applies if the lightsaber is used to attack a creature wearing adamantine armour or carrying an adamantine shield of at least masterwork quality, or when striking a creature made mostly of adamantine.
  
:''Prerequisites:'' <!-- Any feats and spells required to create the item; ie: [[SRD:Forge Ring|]], ''[[SRD:True Strike|true strike]]'' -->
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:''Prerequisites:'' [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armour]], must be able to use Force powers
:''Cost to Create:'' <!-- Pretty obvious; usually 1/2 the market price. --></onlyinclude>
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:''Cost to Create:'' 100gp, 8 XP, 1 day</onlyinclude>
 
   
 
   
  
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[[Category:Magic]]
 
[[Category:Magic]]
 
[[Category:Weapon]]
 
[[Category:Weapon]]
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Latest revision as of 04:21, 19 September 2012

Homebrew.png
Author: MisterSinister (talk)
Date Created: 27th June, 2011
Status: Finished
Editing: Clarity edits only please
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Standard Lightsaber
Price (Item Level): 200gp (2nd)
Body Slot: - (held)
Caster Level: 1st
Aura: Faint (DC 17) evocation
Activation: Swift (manipulation)
Weight: 1lb

A standard lightsaber is a weapon associated with both the Jedi and the Sith. When not active, it looks like a handle, which is usually decorated to suit the individual who built it. Some choose to inlay theirs with precious metals or gems, while others are much more functional. All have a single button on the handle, which generates a sword-shaped beam of light when pressed (requiring a swift action). Another press of the button (and another swift action) turns off the beam.

While the beam is active, it sheds light like a torch. While the beam can be of any colour (depending on what crystals are used to make the lightsaber), most Jedi use crystals that generate a green or blue beam, while most Sith prefer red beams.

The lightsaber beam can be wielded as a light weapon. Note that a lightsaber is always considered a light weapon, regardless of its relative size to the wielder. When used this way, the standard lightsaber deals 2d4 damage, and has a critical threat range of 20 and a critical multiplier of ×2. It is considered a force effect, and is automatically considered magical for all purposes, even though it has no enhancement bonus. Additionally, it ignores 3 hardness per character level of the wielder.

Lightsabers are difficult for those not sensitive to the Force to wield. They are considered an exotic weapon, but any attack roll of a natural 1 ends up scoring a hit on the user if they are not proficient. Having access to a Force power (either through the Force Sensitive feat or through having levels in a class that grants them) or having proficiency in lightsabers (either from a class or from the feat Exotic Weapon Proficiency (lightsabers)) reduces the attack roll penalty to -2, and removes any chance of the user injuring themselves with it. If both are true (that is, the the wielder is proficient and can use Force powers), no attack roll penalty applies.

If a lightsaber strikes refined adamantine, it shorts out, deactivating it immediately and making it unable to be reactivated for 1d4 rounds. This also applies if the lightsaber is used to attack a creature wearing adamantine armour or carrying an adamantine shield of at least masterwork quality, or when striking a creature made mostly of adamantine.

Prerequisites: Craft Magic Arms and Armour, must be able to use Force powers
Cost to Create: 100gp, 8 XP, 1 day



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MisterSinister's Homebrew (322 Articles)
MisterSinisterv
AuthorMisterSinister +
Body Slot- (held) +
Identifier3.5e Equipment +
RatingUnrated +
SummaryA sword-like weapon made of light. +
TitleLightsaber, Standard +