Cipher Stars
2013-01-18, 09:38 PM
Because I felt like it, I decided to make some lightsabers.
Lightsabers:
{table=head]Size|Damage|Critical|Weight|Cost
Fine|1d4|18-20 x2|.025|250gp
Diminutive|1d6|18-20 x2|.05|500gp
Tiny|1d8|18-20 x2|.5|1000gp
Small|1d10|18-20 x2|1.5|2000gp
Medium|2d6|18-20 x2|2.5|4000gp
Large|3d6|18-20 x2|5|8,000gp
Huge|4d6|18-20 x2|10|16,000gp
Gargantuan|6d6|18-20 x2|20|32,000gp
Colossal|8d6|18-20 x2|40|64,000gp[/table]
Lightsabers are small easily concealed cylinders of varying design. Within is a complex network or circuits or runes which both channel and focus energy through a colored crystal to generate a blade of pure energy in a choice color determined by the color of the crystal used. The color of the blades are always vibrant and bright, dark colors do not function unless the change in color is due to some other effect or otherwise specified.
The color can be changed at any time in the future by replacing it's crystal core with a new crystal of the new color. Working the crystal into a required shape is a Craft: Jeweler check with a DC dependent on the gem which require's a special feat to perform.
Lightsaber Gemcraft:
Requirements: Craft: Jewelry 8 ranks, apprenticeship by someone who already has Lightsaber Gemcraft. OR: Craft: Jewelry 15 ranks and studied a lightsaber for one week.
Benefit: You can use Craft: Jewelry to work with the special color crystals required for Lightsabers.
All lightsabers are melee touch attacks, ignoring things such as armor or shields. Against objects a lightsaber ignores the first hardness equal 5+ the crystal's purity, and they ignore the first HP/inch equal to 1/2 the crystal's purity round down. A lightsaber can never deal bleeding damage, as the blade cauterizes it's wounds. When a lightsaber scores a critical hit, the target makes a fortitude save (DC dependent on gem) or loses a limb. This only functions against creatures one size category larger than the weapon is made for or less.
Lightsabers are exotic weapons, that require a feat to function properly even if the class or racial HD would permit Exotic weapons. The feat is as follows:
Lightsaber Trained:
Requirements: BaB +5, Exotic weapon Proficiency: Lightsaber.
Benefit: When wielding a lightsaber, you do not have any penalties or risk injuring yourself with your blade. This does not negate adjustment for wielding a larger lightsaber then is made for your size, thus a medium creature wielding a lightsaber made for a large creature would still have their roll adjusted by 2.
Normal: A creature that wields a lightsaber without this feat has their attack rolls be considered as though it were four less, to a minimum of acting as a natural one. This adjustment increases by 2 every size category larger the weapon is than the wielder. Thus a medium creature wielding a large lightsaber has their rolls adjusted to -six. On a natural one on an attack roll, the wielder damages themselves as though they rolled a natural 18 on their attack roll.
Certain classes may grant Lightsaber Training for free even if they do not meet the prerequisites.
For severed limbs, Roll a d8 to determine if it is a hand, foot, arm, or leg. 1-2 are feet, 3 is a leg, 4 is an arm, 5-6 are hands, 7 seven results in no limb loss, 8 results in a head strike- which kills the target.
If it does not make sense for the target to lose a foot, the DM may opt for a 50% chance that no severing occurs or that it was instead a leg.
If a creature does not have a listed limb, such as a snake, no severing occurs when rolled. Wings and tentacles or other additional appendages may replace limbs as appropriate for the roll, or may be extended on a larger die size.
When a limb is severed, the creature must make a fortitude save as though vs massive damage.
When a lightsaber would deliver a coup de grace, it can instead directly aim to sever the head without rolling, though the helpless victim still gets a fortitude save. If it succeeds, well, it still takes critical damage as normal. A lightsaber to the neck isn't pretty one way or another.
Hand
Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.
A character who has lost a hand incurs the following penalties:
-5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-4 penalty on grapple checks;
Must make a caster level check to cast spells with somatic components;
Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm;
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic.
Arm
Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable.
A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Arm (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic.
Foot
Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement.
A character who has lost a foot incurs the following penalties:
-5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run.
Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
Land movement rate is reduced by half, and characters can no longer benefit from the fast movement class feature.
Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Foot (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Leg
Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer.
A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing, as shown on Table: Modified Lifting Capacity: Leg (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Color Crystals:
Various crystals have different attributes, value, and rarity. They are mildly self-aware and may disagree with a user.
All costs are for a gem aimed at a tiny sized lightsaber, double each time per size category larger.
All costs assume the gem is already shaped. Gems cost 15% less if you buy the same general sized crystal unshaped for reshaping into the same sized focused crystal ready for use. A crystal one size higher can provide two focused crystals the size smaller. A focused crystal looks like a cylinder 1/5th the lightsaber itself's size (not including when the blade is extended, just the hilt which is referred to as "The lightsaber").
Crystals can be sabotaged in 1 minute with a crafting (Craft: Jeweler) check of the listed DC, meanwhile an appraise check vs the check to sabotage can determine if a crystal is sabotaged. Repairing a sabotaged crystal is a craft: Jeweler check of ten higher than the listed craft DC taking one hour.
The effects of a sabotaged crystal vary. A successful check render's the crystal's special properties (+1 to damage rolls for a red lightsaber for example) inert. For every two points you beat the DC you lessen that lightsaber's damage by 1 for as long as it uses that crystal. For every five points you beat the DC you lessen the Fort DC by 2. If you do not attempt to hide your sabotaging of the crystal (The crystal is visibly impaired requiring no appraise check) you gain a +5 to your sabotaging roll.
You could also simply try to shatter the crystal, in which case the lightsaber does not function at all. It takes a full round action to remove a crystal from it's lightsaber and a standard action to place one in if it is empty.
A lightsaber which had it's crystal simply destroyed does not work, and may not be as beneficial to the sabotaging individual.
For an extra 100gp, a lightsaber can be made which is harder to remove the crystal. This makes it require a disable device check DC= 10+5 every 100gp spent on the option to a maximum of 25. A 75gp cost can be applied to simply render the crystal sealed, with no method of removal without dismantling the lightsaber entirely (Disable Device 30).
And finally, crystals have more beneficial effects based on Purity.
Purity is measured through 1-5. All the below crystals assume 1, the least pure.
Yellow Crystals are always pure at 5, and Orange crystals are always mostly pure at 4, with no 5.
For each increase numerical benefits granted by it's base ability, such as the red lightsaber's +1 to damage but not it's Fort DC, by +1 per purity rank. A purity of 5 would translate to a red lightsaber having a +5 to damage rolls, meanwhile crystals of higher purity have something of an ego. A crystal invoke it's purity level as a penalty to all rolls made by a character who's total HD adds up to less than three times the crystal's Purity rating, thus a level one-2 character couldn't wield a Purity 1 Lightsaber without incurring a -1 penalty to all rolls. This includes rolls such as diplomacy checks, attack rolls, damage rolls, or will saves.
Purer crystals are harder to work with, and add it's purity level to the craft DCs, HP/inch, and Hardness.
Each purity increase add's x1.5 to the crystal's listed price, until it would become Purity 5 in which case the cost is x3 from it's Purity 4 counterpart.
The capability of a lightsaber's crystal has no effect on the cost from adding enchantments to the weapon itself. As the crystal and lightsaber itself are separate.
Unless a specific gem states otherwise, Lightsabers are susceptible to Dispel Magic attempts as though it had a spell level equal to twice the gem's purity, and a caster level equal to 10+Purity.
Lightsabers susceptible to dispel magic do not function in antimagic.
A lightsaber that is dispelled or just left an antimagic field is inert for 6 rounds, minus it's purity.
Various enchantments on the lightsaber itself may effect the color produced by the lightsaber, tinting it with various hues and shades based on the enchantments itself.
Basic Crystals:
Green:
The most common crystal. No change from base statistics. Cost: 250gp
Fort DCs: 15.
Craft DCs: 15.
HP/inch: 3
Hardness: 10
Blue:
The second most common crystal, Blue crystals have a +1 to attack rolls. Cost: 300gp
Fort DCs: 15
Craft DCs: 15
HP/inch: 4
Hardness: 10
Red:
Less common than blue, but still fairly common. Red crystals have a +1 to damage rolls. Cost 325gp.
Fort DCs: 18
Craft DCs: 20
HP/inch: 4
Hardness: 12
Purple:
One of the rarer color crystals, Purple isn't commonly found. Purple crystals have a +1 insight bonus to AC. Cost: 450gp.
Fort DCs: 20
Craft DCs: 25
HP/inch: 6
Hardness: 15
Orange:
Much rarer than Purple. Orange crystals are often sought after. Orange crystals ignore hardness and deal twice the damage to objects. Cost: 1,000gp
Fort DCs: 24
Craft DCs: 30
HP/inch: 6
Hardness: 18
Yellow:
The rarest of the crystals presented here (Save for the Unique Example). Yellow crystals are capable of making sunder attempts on other lightsabers, and can break force effects as though they cast dispel magic with a caster level of 15. Cost: 1,500
Fort DCs: 30
Craft DCs: 40
HP/inch: 10
Hardness: 20
Unique gems are unique because none other's are publicly known to exist, but multiple gems may potentially be found if it is not truly unique.
Example Unique gem:
Unique- White, The Soulwalker
The Soulwalker is a clear cylinder made from an unknown gem. It's translucent as glass, and only fits in medium sized lightsabers or modified small lightsabers. Soulwalker deals five negative levels whenever it hits and always deals four times it's normal damage against undead. Cost: Unique. Value places at around 200,000gp.
Fort DCs:
Craft DCs: None (already shaped)
HP/inch: 10
Hardness: 18
Lightsabers:
{table=head]Size|Damage|Critical|Weight|Cost
Fine|1d4|18-20 x2|.025|250gp
Diminutive|1d6|18-20 x2|.05|500gp
Tiny|1d8|18-20 x2|.5|1000gp
Small|1d10|18-20 x2|1.5|2000gp
Medium|2d6|18-20 x2|2.5|4000gp
Large|3d6|18-20 x2|5|8,000gp
Huge|4d6|18-20 x2|10|16,000gp
Gargantuan|6d6|18-20 x2|20|32,000gp
Colossal|8d6|18-20 x2|40|64,000gp[/table]
Lightsabers are small easily concealed cylinders of varying design. Within is a complex network or circuits or runes which both channel and focus energy through a colored crystal to generate a blade of pure energy in a choice color determined by the color of the crystal used. The color of the blades are always vibrant and bright, dark colors do not function unless the change in color is due to some other effect or otherwise specified.
The color can be changed at any time in the future by replacing it's crystal core with a new crystal of the new color. Working the crystal into a required shape is a Craft: Jeweler check with a DC dependent on the gem which require's a special feat to perform.
Lightsaber Gemcraft:
Requirements: Craft: Jewelry 8 ranks, apprenticeship by someone who already has Lightsaber Gemcraft. OR: Craft: Jewelry 15 ranks and studied a lightsaber for one week.
Benefit: You can use Craft: Jewelry to work with the special color crystals required for Lightsabers.
All lightsabers are melee touch attacks, ignoring things such as armor or shields. Against objects a lightsaber ignores the first hardness equal 5+ the crystal's purity, and they ignore the first HP/inch equal to 1/2 the crystal's purity round down. A lightsaber can never deal bleeding damage, as the blade cauterizes it's wounds. When a lightsaber scores a critical hit, the target makes a fortitude save (DC dependent on gem) or loses a limb. This only functions against creatures one size category larger than the weapon is made for or less.
Lightsabers are exotic weapons, that require a feat to function properly even if the class or racial HD would permit Exotic weapons. The feat is as follows:
Lightsaber Trained:
Requirements: BaB +5, Exotic weapon Proficiency: Lightsaber.
Benefit: When wielding a lightsaber, you do not have any penalties or risk injuring yourself with your blade. This does not negate adjustment for wielding a larger lightsaber then is made for your size, thus a medium creature wielding a lightsaber made for a large creature would still have their roll adjusted by 2.
Normal: A creature that wields a lightsaber without this feat has their attack rolls be considered as though it were four less, to a minimum of acting as a natural one. This adjustment increases by 2 every size category larger the weapon is than the wielder. Thus a medium creature wielding a large lightsaber has their rolls adjusted to -six. On a natural one on an attack roll, the wielder damages themselves as though they rolled a natural 18 on their attack roll.
Certain classes may grant Lightsaber Training for free even if they do not meet the prerequisites.
For severed limbs, Roll a d8 to determine if it is a hand, foot, arm, or leg. 1-2 are feet, 3 is a leg, 4 is an arm, 5-6 are hands, 7 seven results in no limb loss, 8 results in a head strike- which kills the target.
If it does not make sense for the target to lose a foot, the DM may opt for a 50% chance that no severing occurs or that it was instead a leg.
If a creature does not have a listed limb, such as a snake, no severing occurs when rolled. Wings and tentacles or other additional appendages may replace limbs as appropriate for the roll, or may be extended on a larger die size.
When a limb is severed, the creature must make a fortitude save as though vs massive damage.
When a lightsaber would deliver a coup de grace, it can instead directly aim to sever the head without rolling, though the helpless victim still gets a fortitude save. If it succeeds, well, it still takes critical damage as normal. A lightsaber to the neck isn't pretty one way or another.
Hand
Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.
A character who has lost a hand incurs the following penalties:
-5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-4 penalty on grapple checks;
Must make a caster level check to cast spells with somatic components;
Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm;
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic.
Arm
Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable.
A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Arm (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic.
Foot
Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement.
A character who has lost a foot incurs the following penalties:
-5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run.
Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
Land movement rate is reduced by half, and characters can no longer benefit from the fast movement class feature.
Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Foot (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Leg
Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer.
A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing, as shown on Table: Modified Lifting Capacity: Leg (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Color Crystals:
Various crystals have different attributes, value, and rarity. They are mildly self-aware and may disagree with a user.
All costs are for a gem aimed at a tiny sized lightsaber, double each time per size category larger.
All costs assume the gem is already shaped. Gems cost 15% less if you buy the same general sized crystal unshaped for reshaping into the same sized focused crystal ready for use. A crystal one size higher can provide two focused crystals the size smaller. A focused crystal looks like a cylinder 1/5th the lightsaber itself's size (not including when the blade is extended, just the hilt which is referred to as "The lightsaber").
Crystals can be sabotaged in 1 minute with a crafting (Craft: Jeweler) check of the listed DC, meanwhile an appraise check vs the check to sabotage can determine if a crystal is sabotaged. Repairing a sabotaged crystal is a craft: Jeweler check of ten higher than the listed craft DC taking one hour.
The effects of a sabotaged crystal vary. A successful check render's the crystal's special properties (+1 to damage rolls for a red lightsaber for example) inert. For every two points you beat the DC you lessen that lightsaber's damage by 1 for as long as it uses that crystal. For every five points you beat the DC you lessen the Fort DC by 2. If you do not attempt to hide your sabotaging of the crystal (The crystal is visibly impaired requiring no appraise check) you gain a +5 to your sabotaging roll.
You could also simply try to shatter the crystal, in which case the lightsaber does not function at all. It takes a full round action to remove a crystal from it's lightsaber and a standard action to place one in if it is empty.
A lightsaber which had it's crystal simply destroyed does not work, and may not be as beneficial to the sabotaging individual.
For an extra 100gp, a lightsaber can be made which is harder to remove the crystal. This makes it require a disable device check DC= 10+5 every 100gp spent on the option to a maximum of 25. A 75gp cost can be applied to simply render the crystal sealed, with no method of removal without dismantling the lightsaber entirely (Disable Device 30).
And finally, crystals have more beneficial effects based on Purity.
Purity is measured through 1-5. All the below crystals assume 1, the least pure.
Yellow Crystals are always pure at 5, and Orange crystals are always mostly pure at 4, with no 5.
For each increase numerical benefits granted by it's base ability, such as the red lightsaber's +1 to damage but not it's Fort DC, by +1 per purity rank. A purity of 5 would translate to a red lightsaber having a +5 to damage rolls, meanwhile crystals of higher purity have something of an ego. A crystal invoke it's purity level as a penalty to all rolls made by a character who's total HD adds up to less than three times the crystal's Purity rating, thus a level one-2 character couldn't wield a Purity 1 Lightsaber without incurring a -1 penalty to all rolls. This includes rolls such as diplomacy checks, attack rolls, damage rolls, or will saves.
Purer crystals are harder to work with, and add it's purity level to the craft DCs, HP/inch, and Hardness.
Each purity increase add's x1.5 to the crystal's listed price, until it would become Purity 5 in which case the cost is x3 from it's Purity 4 counterpart.
The capability of a lightsaber's crystal has no effect on the cost from adding enchantments to the weapon itself. As the crystal and lightsaber itself are separate.
Unless a specific gem states otherwise, Lightsabers are susceptible to Dispel Magic attempts as though it had a spell level equal to twice the gem's purity, and a caster level equal to 10+Purity.
Lightsabers susceptible to dispel magic do not function in antimagic.
A lightsaber that is dispelled or just left an antimagic field is inert for 6 rounds, minus it's purity.
Various enchantments on the lightsaber itself may effect the color produced by the lightsaber, tinting it with various hues and shades based on the enchantments itself.
Basic Crystals:
Green:
The most common crystal. No change from base statistics. Cost: 250gp
Fort DCs: 15.
Craft DCs: 15.
HP/inch: 3
Hardness: 10
Blue:
The second most common crystal, Blue crystals have a +1 to attack rolls. Cost: 300gp
Fort DCs: 15
Craft DCs: 15
HP/inch: 4
Hardness: 10
Red:
Less common than blue, but still fairly common. Red crystals have a +1 to damage rolls. Cost 325gp.
Fort DCs: 18
Craft DCs: 20
HP/inch: 4
Hardness: 12
Purple:
One of the rarer color crystals, Purple isn't commonly found. Purple crystals have a +1 insight bonus to AC. Cost: 450gp.
Fort DCs: 20
Craft DCs: 25
HP/inch: 6
Hardness: 15
Orange:
Much rarer than Purple. Orange crystals are often sought after. Orange crystals ignore hardness and deal twice the damage to objects. Cost: 1,000gp
Fort DCs: 24
Craft DCs: 30
HP/inch: 6
Hardness: 18
Yellow:
The rarest of the crystals presented here (Save for the Unique Example). Yellow crystals are capable of making sunder attempts on other lightsabers, and can break force effects as though they cast dispel magic with a caster level of 15. Cost: 1,500
Fort DCs: 30
Craft DCs: 40
HP/inch: 10
Hardness: 20
Unique gems are unique because none other's are publicly known to exist, but multiple gems may potentially be found if it is not truly unique.
Example Unique gem:
Unique- White, The Soulwalker
The Soulwalker is a clear cylinder made from an unknown gem. It's translucent as glass, and only fits in medium sized lightsabers or modified small lightsabers. Soulwalker deals five negative levels whenever it hits and always deals four times it's normal damage against undead. Cost: Unique. Value places at around 200,000gp.
Fort DCs:
Craft DCs: None (already shaped)
HP/inch: 10
Hardness: 18