RelentlessImp
2007-10-22, 02:05 PM
{table=head]Weapon Name|Cost|Damage|Stun Damage|Weight|Type|Availability
Lightsabers
Two-Handed Lightsaber|4,000|2d10|-|1 kg|Energy and slashing|Rare
Exotic Weapons
Lightwhip(1)|8,000|2d4|2d6|1.5 kg|Energy|Rare
[/table]
(1) = Reach weapon
Two-Handed Lightsaber
Lightsaber
Wielded by Jedi whose belief goes along the lines of "might makes right", the two-handed lightsaber produces a slightly longer, slightly more deadly blade. A lightsaber requires a special energy to operate (the cost is ten times the price of an ordinary energy cell, but it lasts almost indefinitely).
Lightwhip
Exotic Weapon
The lightwhip is an odd weapon. It functions akin to a lightsaber, however, it is not entirely self-contained. With a cylindrical handle, which houses the power cell, and a long, flexible metallic "whip", it has two settings: lethal and stun. The energy the cell produces creates dangerous an angry humming sound akin to a lightsaber. If the target is wearing any sort of armor that negates energy damage, however, the lightwhip deals no damage.
When it strikes, there is an electrical "snap" at the point of contact, releasing a jolt of lethal or stun damage to the target. Because the lightwhip is so flexible, it can be used to wrap around an opponent's limb and begin a grapple attack using your Dexterity modifier. If you succeed, and your opponent fails, you can trip them to the ground, even without the Trip feat.
Due to the nature of the energy produced by the cell in the lightwhip, you cannot deal damage with it on a Grapple attack.
Unlike most reach weapons, you can use a lightwhip to strike opponents adjacent to you.
You can use the Weapon Finesse feat to apply your dexterity modifier instead of your Strength modifier to attack rolls with a lightwhip.
Lightsabers
Two-Handed Lightsaber|4,000|2d10|-|1 kg|Energy and slashing|Rare
Exotic Weapons
Lightwhip(1)|8,000|2d4|2d6|1.5 kg|Energy|Rare
[/table]
(1) = Reach weapon
Two-Handed Lightsaber
Lightsaber
Wielded by Jedi whose belief goes along the lines of "might makes right", the two-handed lightsaber produces a slightly longer, slightly more deadly blade. A lightsaber requires a special energy to operate (the cost is ten times the price of an ordinary energy cell, but it lasts almost indefinitely).
Lightwhip
Exotic Weapon
The lightwhip is an odd weapon. It functions akin to a lightsaber, however, it is not entirely self-contained. With a cylindrical handle, which houses the power cell, and a long, flexible metallic "whip", it has two settings: lethal and stun. The energy the cell produces creates dangerous an angry humming sound akin to a lightsaber. If the target is wearing any sort of armor that negates energy damage, however, the lightwhip deals no damage.
When it strikes, there is an electrical "snap" at the point of contact, releasing a jolt of lethal or stun damage to the target. Because the lightwhip is so flexible, it can be used to wrap around an opponent's limb and begin a grapple attack using your Dexterity modifier. If you succeed, and your opponent fails, you can trip them to the ground, even without the Trip feat.
Due to the nature of the energy produced by the cell in the lightwhip, you cannot deal damage with it on a Grapple attack.
Unlike most reach weapons, you can use a lightwhip to strike opponents adjacent to you.
You can use the Weapon Finesse feat to apply your dexterity modifier instead of your Strength modifier to attack rolls with a lightwhip.