Lightsaber (Pathfinder Equipment)
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A lightsaber is a highly customizable weapon that is often built from scratch but it's wielder.
Lightsabers were generally used for both offense and defense. A lightsaber could cut through virtually anything, from enemies to blast doors. The only ways to block the incoming attack of a lightsaber was with a weapon made with material that conducts energy, such as an electrostaff, Z6 riot control baton, or simply another lightsaber. When used defensively, a Force-sensitive could deflect blaster bolts with a lightsaber, and with skill, could even reflect the shots back toward the shooter or some other target. Experienced Jedi could even employ their lightsabers to absorb Force lightning. Most practitioners used one single-bladed lightsaber, though some used double-bladed lightsabers or even multiple lightsabers at once.
Lightsabers have three parts that are combined to make the weapon, a hilt which determines reach and special materials it may count as to overcome effects like regeneration, kyber crystal which determines the damage and various buffs, and focusing crystal which determines the weapon's critical range.
All lightsabers are energy weapons and overcome any DR. They cannot be used to do non-lethal damage. All lightsabers weigh 1 pound. Unless said otherwise lightsabers do not add strength or dexterity to the damage. A creature must have Lightsaber training to successfully use a lightsaber. If a creature attempts to use it without this ability there is a 50% chance that they accidentally hit themselves. Lightsabers are considered a one handed light weapon.
Hilt Type | Effect | Cost |
---|---|---|
Standard | Melee | 100 gp |
Advanced | Melee, Counts as Adamantine, Silver, or Cold Iron for overcoming effects like regeneration | 500 gp |
Greater | Melee, Counts as Adamantine, Silver, and Cold Iron for overcoming effects like regeneration, May add either strength or dexterity to damage | 5,000 gp |
Whip | Reach | 500 gp |
The table following modifies the hilt, and provides various stratigic bonuses. Several jedi forms gain bonuses on a few. These are not required to form a lightsaber. Multiple modifications cannot be on the same hilt.
Hilt Modifiers | Effect | Cost Increase |
---|---|---|
Double Bladed | The weapon becomes a double weapon. Each end uses a different crystal. | +200 gp |
Double Bladed, Spinning | Grants a +5 bonus on feint checks. The weapon becomes a double weapon. Each end uses a different crystal. | 500 gp |
Cross Guard | Gains a +2 shield bonus | +200 gp |
Curved-hilt | Grants a bonus on some lightsaber forms | +100 gp |
Cane-disguised | This light saber is made to look like a cane. The wielder has a +5 to disguise checks to make the weapon appear as something else | +100 gp |
Pistol | The lightsaber is not contained within a field and continues firing on causing it to fire a bolt of energy. This may be used in the place of an attack with a range of 100 feet. This attack has a -4 to hit unless the wielder has gunsmith | +2,000 gp |
Pike | Grants a bonus on some lightsaber forms | +100 gp |
Shoto | The penality for duel wielding this weapon is reduced by 1 | +700 gp |
Kyber crystals only grants their bonuses to creatures with Lightsaber training their abilities. A jedi may benefit from the effects of up to 2 lightsabers at a time, this may be changed
Color | Effect | Cost |
---|---|---|
Green | Grants a +2 wisdom bonus | 1,000 gp |
Red | Increases the DC of dark side force abilities by 3 | 1,000 gp |
Blue | Once every 1d20 rounds a jedi may use a force ability without provoking attacks | 1,000 gp |
Purple | Increases the jedi's effective level by 1 for the purpose of force abilities | 1,000 gp |
Yellow | Grants a +1 bonus to hit and damage using lightsabers | 1,000 gp |
Orange | Grants a +5 intimidation and appraise bonus | 1,000 gp |
Lime | Grants a +2 dexterity bonus | 1,000 gp |
Dark Yellow | Grants a +2 bonus to damage using lightsabers | 1,000 gp |
Clear | Increases the DC of force powers you are not aligned to by 2. | 2,000 gp |
Black | Increases the DC to all force abilities by 1. Grants fast healing 1. | 10,000 gp |
White | Increases the DC of force powers you are not aligned to by 3, and those that you are by 2. | 20,000 gp |
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