Lightsaber, Standard (3.5e Equipment)
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Price (Item Level): | 200gp (2nd) |
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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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