This info superceeds that in the Jedi Knight Class file.
The Light-saber
This is the holy weapon of the mystic knights. The secret of the
light-saber's creation is learned from the ancient mystics of the Light Side
whose spirits became part of the Force when they died. Because dark knights
do not remain coherent in the Force when they die, the living dark knights
must have an instructor or must have learned from the mystic knight spirits
before turning to evil. (*Rumor has it that some Dark-knights have abandoned
the lightsabre for something called a dark-blade; essentially a mirror image
of the lightsaber)
A light-sabre is a weapon making use of magic from the plane of
radiance. (Para-Elemental Plane bordering the Plane of fire and the
Positive Energy/Material Plane) Though it confers no to-hit bonus or
damage bonus it is still capable of striking creatures as a magical
weapon of various strengths depending on the investment of time,
materials/craftsmanship, and Force power. All lightsabers strike
against flame/resistant or immune creatures for half damage, these
creatures have an opportunity to save for quarter damage. The blade
is able to strike creatures dwelling on or part of the Quasi planes
of Shadow, or Void whether the particular lightsaber's + rating is
high enough. Creatures immune to light based attacks are unaffected
by a lightsaber. A lightsabre can never be successfully enchanted
for combat bonuses. If a sabre is found in a treasure trove it
radiates strong magic of all nine types.
After a knight has achieved at least 3rd level *AND* has learned all
three disiplines of the force he can fashion his own light-saber. To do so
he must have the following Non-weapon proficiencies:
Carpentry, carving, blacksmithing, glassmaking, gemcutting, jeweler,
engineering *OR* he may learn a new proficiency called Sabre-Crafting which
includes all of these as they are specifically required for creating a
functional weapon.
Creating a new Lightsaber is a test of a Jedi's skill, resourcefullness
and ingenuity. As such the jedi must at a minimum be prepared to make three
sacrifices to achieve his goal.
One sacrifice of time, the jedi must spend 2d4 weeks crafting the
items involved along with certain meditative exercises. During this time
the jedi must be seperate from any magical items and must focus all skills
on his goal. Any one interruption may add 1d4 weeks of meditation to this
requirement (DM Discretion).
One sacrifice of materials and workmanship. The Jedi must purchase or
gather base materials for his lightsaber worth a minimum of 5,000gp. This
gathering may include chopping his own lumber, mining his own ore,
purchasing various tools to do the needed work. Once materials are gathered
all following steps must be the jedi's own skill.
The final sacrifice necessary to finish the saber is the use of a
force-point to power the item.
After these three sacrifices the knight has made a lightsaber:
DMG Init Hits Item
SF Sz L Wt Typ S-M L Bonus Creatures Saves
as if
Light-Sabre Fa(2) S M 2 S/P 2d8/2d8 +1 +1 Disintegrate
*Special Critical fumble on a miss of 10 or greater by
non-proficient Characters. (they must also have missed AC10)
** No Strength bonuses for damage *EVER* apply to damage by this
weapon.
*** Successful hits on Armor will decrease AC by one unless
Armor saves vs disentigration. Magical Armors Save vs Magical
Fire with a bonus of their highest Combat bonus.
**** Weapons or items coming into contact with the blade must save
vs disintegration or be destroyed. Magical Weapons or items save
vs magical fire with a bonus added of its highest combat bonus.
If A Lightsaber comes into contact with another Lightsaber as in
parrying if the parry roll equals the combat roll both jedi are
hit (Assuming roll is high enough to hit the jedi) as the blades
pass through one another.
***** High natural combat rolls may sever limbs as per a Sword of
Sharpness: 17-20 small to mansized Armored Opponent
19-20 Larger than man-sized
20 Stone/Metal opponent
Additional Sacrifices can be made to improve the weapon's "strength"
A sacrifice is any one of: 2d4 additional weeks of craftsmanship,
5,000gp of material,
A force Point.
Additional Init Hits opponents
Sacrifices Bonus only struck by
1 +2 +2
2 +3 +3
3 +4 +4
4 +5 +5
In addition during construction the jedi may add additional magical or
mechanical abilities to his Weapon.
Light Saber Components:
The Power-Gem: 1 Force Point (initial Construction) allows the
gem to power the weapon. Special powers (non-mechanical)
can only be used while charges are left in the power-gem.
The power-gem can still ignite the blade with 0 charges
and can be re-charged by any jedi.
Additional Power-Gem Options
Cost Option
1 Forcepoint 5d10 Charges
A charged power-gem glows in a 5'radius
while not part of a Light sabre.
This power can be purchased by any jedi holding
the Sabre even after initial construction.
1 forcepoint Self Destruct
Lightsaber can destroy itself on command
using all remaining charges to generate a
retributive strike. This command will not
function if no charges remain.
* A Gem of Brightness may be used to Power a lightsaber but
only 25% are of suitable size and shape. Trimming such a gem is a
difficult feat even for a master gemcutter. If the Gemcutter
fails to increase the base value of the Gem the magic will be
ruined; any decrease in base value destroys the gem utterly.
Even if a gem of brightness is used a forcepoint is still
necessary to bond the item to the rest of the weapon's
components. The Gems Powers continue to function but additional
charges can not be invested. Powers of the focus crystal still
drain charges from the Gem. When charges are exhausted the gem
must be replaced and forcepoint used to bind it to the weapon.
The Haft.
This part of the weapon must be carefully constructed by the jedi to
reflect his own ideas and soul. The materials selected should be listed as
well as why.
During this construction the Jedi can add several mechanical features to
his weapon.
Each can be added as a dial, lever, switch, or stud. Each feature will
require 500gp and 1 week of additional work; up to three mechanicals can be
added to the basic on/off switch. (Some Jedi prefer a command word to a
power switch)
Some common mechanicals are listed below:
Variable Length: The Blade can be varied between 4in and 4ft or
4ft and 8ft.
Variable Power : THis dims the blade and reduces its damage according to
the setting used. There is no effect on the possibility
of severing a limb by reducing power.
Common settings (usualy 3-6 settings)
1 2 3 4 5 6
1d4 1d6 1d8 1d10 1d12 2d8
This also decreases the light output of the blade by
1' for each setting below maximum to 1 inch at setting
1.
Safetygrips: An interlock, the blade cannot be ignited while the guard is
unheld. Also extingushes blade if dropped.
Unique Trigger assembly: use of non-intuitive mechanisms to limit actual
unauthorized use of device.
Self dissassembly: Drops the Power Gem out in a cassette; Lightsaber is
useless until a new forcepoint is spent re-bonding the weapon
All previous charges on Gem are lost when removed from
weapon.
Self Destruct: Unless a sequence of buttons is used prior to activating the
sabre the sabre will ignite and spin the focus crystal bringing the blade
back and through the case destroying it and possibly injuring the
unauthorized user.
Flashlight Twist: De-focuses Power-gem light or bypasses focus crystal..
No charge. resulting beam is 40' long, 10'wide. This light is
as bright as bulls eye Lantern.
Focus Gem Powers
The focus gem is what determines the color of the Blade and possibly some
of the lightsaber's special abilities. The gem used as a focus gem must be
transparent, precisely cut and the finished shape cannot be worth less than
100gp. Each listed Power requires a jedi to spend a forcepoint to install in
the Lightsabre. Powers only function while weapon is ignited unless the
description says "grants owner". "Grants Owner" powers are only effective if
the weapon is located on the person of the owner. The powers can be called
via command word or can be associated with a mechanical switch(these do no
count as mechanical options but do have an additional cost of at least 100gp
each. Powers must be installed during construction of a given lightsabre.
Attempting to improve an existing lightsabre causes the manufacture process to
start over. Dissassembling a lightsabre makes it useless until resealed by a
forcepoint from the jedi who made it.
Gem/Material Blade color Power
-------------------------------------------------------------------------
Amber Pale Gold to Strong Gold Cure Disease 1/week (5 Charges)
Protection From Disease (1charge/turn)
Alexandrite Dark Green May Read Omens 1/day(1 charge)
Commune Higher Power 1/week (5 charges per question)
+1 to hit to disarm (1charge/round)
Cast Cure Light Wounds (2 charges)
Grants owner Keen Eyesight (1charge/turn)
Resurrection 1/month (50 charges)
Amethyst Deep Purple Grants Owner +5 vs Poisons
Amethyst,Oriental Rich Purple Owner is immune to Poisons
Aquamarine Pale Blue Green Cast Cure Light Wounds (4 charges)
Grants owner Keen Eyesight (2 charge/turn)
GRant user Detect lie (2 charges/turn)
Chrysoberyl Yellow Green Protection from Possession (1 charge)
Invisibility 1/day (5 charges)
ESP (5 Charges/turn)
Cast Cure Light Wounds (2 charges)
Grants owner Keen Eyesight (1 charge/turn)
** Susceptible to Darkside if owner
has a Darkside point .. may cause disease.
Diamond Clear Blue-White Invulnerability to undead (10 charges/turn)
Protection from Evil 10' (5 charges)
Blade's radiance is Sunlight
Light Spell (1/charge per use)
Sunburst (5 charges)
Invisibility to undead (5 charges)
Intense Clear Light Negative Plane Protection (5 Charges)
Protection From Evil (5 charges)
Blade's radiance is Sunlight
Light Spell (1/charge per use)
Sunburst (5 charges)
Invisibility to undead (5 charges)
Emerald Deep, Intense Green GRant Owner 18 CHA (1 charge/turn)
Cast Cure Light Wounds (1 charge)
Grants owner Keen Eyesight
Clairvoyance (1 charge/round)
Resurrection 1/month (50 charges)
Emerald, Oriental Clear Bright Green Blade's radiance is Sunlight
Light Spell (1/charge per use)
Continual Light (5 charges per use)
Sunburst (5 charges)
GRant Owner 18 CHA (1 charge/turn)
Cast Cure Light Wounds (1 charge)
Grants owner Keen Eyesight
Clairvoyance (1 charge/round)
Resurrection 1/month (50 charges)
Garnet Red Fire/Heat Resistance (1 charge per use)
Reduce all damage by -1/die (1 charge per die)
Brownish-Green Cast Cure Light Wounds (2 charges)
Grants owner Keen Eyesight (1 charge/turn)
Violet N/A
Glass Varies *Material not suitable for additional power
Jacinth Fiery Orange Immune to Fire Based Attacks (5chrgs/use)
Owner is granted Direction-Sense
Owner is granted Depth Sense (as dwarves)
Owner is lucky while traveling
Owner is immune to disease
Cure Disease (5 charges /use)
Peridot Intense Green Grant owner 90% Resistance Enchantment/Charm
GRant Owner 18 CHA (1 charge/turn)
Cast Cure Light Wounds (2 charges)
Grants owner Keen Eyesight (1 charge/turn)
Resurrection 1/month (50 charges)
Ruby Red Reroll any one die at any time (5 charges)
Owner is lucky
Fire/Heat Resistance (1 charge per use)
Reduce all damage by -3/die (1 charge per die)
Ruby, Star Red,White Reroll any one die at any time (5 charges)
Owner is lucky
Fire/Heat Resistance (1 charge per use)
Reduce all damage by -3/die (1 charge per die)
Non-Detection (5 charges/turn)
Saphire Medium Blue Spells/Magical effects +1 level 10'radius(1charge/turn)
Wisdom Checks at +2/ +2 save vs Fear/horror
Double Damage vs Spiders
DEtect Lie for 1/day 1turn
Feather Fall (1 charge)
Clear Blue Spells/Magical effects +1 level 10'radius(1/charge/turn)
Wisdom Checks at +2/ +2 save vs Fear/horror
Double Damage vs Spiders
Blade's radiance is Sunlight
Light Spell (1/charge per use)
Detect Lie (1charge/turn)
Saphire, Star Blue, white Protection from Magic 10' Radius (1charge/ 5rounds)
Non Detection (1 charge/turn)
Detect Lie (1 charge/Turn)
Spinel Red Fire/Heat Resistance (1 charge per use)
Reduce all damage by -2/die (1 charge per die)
Brownish Green Cast Cure Light Wounds (2 charges)
Grants owner Keen Eyesight
Intense Green GRant Owner 18 CHA (1 charge/turn)
Cast Cure Light Wounds (2 charges)
Grants owner Keen Eyesight (1 charge/turn)
Resurrection 1/month (50 charges)
Intense Blue DEtect Lie 1/day for 1turn
Fly (1charge/turn)
Gate in an upper plane denizen (50 charges)
Topaz Yellow Protection from Evil 10' Radius
ESP (1 charge/turn)
Invisibility (1/day)
** Susceptible to Darkside if owner
has a Darkside point .. may cause disease.
Blue Protection from Evil 10' Radius
DEtect Lie 1/day for 1turn
Fly (1charge/turn)
Topaz, Oriental Fiery Yellow Protection from Evil 10' Radius
Holy Word (5 charges)
** Susceptible to Darkside if owner
has a Darkside point .. may cause disease.
Tourmaline Pale Green Owner is granted +1 reaction rolls.
Pale Blue Owner is granted Feather Fall (1/charge)
Pale Brown None
Pale Red Owner Is granted immunnity to Heat Exhaustion/Sunstroke
Light-saber Skills (Proficiencies)
Blind-Fighting - This is a bonus proficiency for Mystic Knights, and is
handled differently with them. Unlike the normal proficiency, AC penalties
for missile weapons are ignored. The Knights to-hit penalty is only -1 not
-2. While employing this skill the channeling of force can be detected in
the individual.