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Forum Member Posts: 21 Joined: 17-December 06 ![]() |
Hi all,
For my first mod, I wanted to add player-made lightsabers based on misc items found in the game. Also, similar to the Valen mod, I wanted the lightsaber to increase in power based on the players experience level and any new components discovered. I also discovered this Jedi kit and lightsaber mod, I used the lightsaber color effects. That mod is at : http://www.sorcerers.net/ubb/ultimatebb.ph...ic/10/6106.html If you can, please review the text below and give me any feedback as to A. if the weapons are over/under-powered B. Ideas for components C. Other effects/damage these items should have. Thanks, kilolima QUOTE Here is a sample text for the first item: Lightsaber +2 An elegant weapon for a more civilized time: You have assembled this Jedi weapon from scavenged components. It fits naturally into your hands and is quick and nimble to wield. A toggle on the hilt activates an incandescent red blade of energy. The blade is extremely sharp- it could most likely cleave in a single blow any known material in all of Faerun and beyond. STATISTICS: Special: No strength bonus 5% chance each hit that the target must make a saving throw vs. death (-2 penalty) or die. Damage: 2d4 Magic (5% chance +2d4 extra magical damage) 2d4 Electrical (5% chance +2d4 extra electrical damage) THAC0: +2 Speed: 6 Proficiency Type: Two Handed sword Type: 2-handed This is the progression of swords and items needed so far: Progression: Lightsaber +2 requires: (< 1,000,000 XP) Telescope (misc64) (location besides BG1?) Diamond (misc42) Wand of Lightning (wand07) Energy Cells (misc4e) +2 thac0 2d4 magic (5% chance +2d4 extra magic damage) 2d4 elec (5% chance +2d4 extra electrical damage) speed 6 No strength bonus 5% chance each hit that the target must make a saving throw vs. death (-2 penalty) or die. Lightsaber +2 (Improved) requires: (> 1,000,000 XP) Mekrath's Mirror (misc6h) Starfall Ore (compon08) (location?) Some other item pre-Spellhold +2 thac0 2d5 magic (10% chance +2d5 extra magic damage) 2d5 elec (10% chance +2d5 extra electrical damage) speed 5 No strength bonus -1 to AC 10% chance each hit that the target must make a saving throw vs. death (-2 penalty) or die. Lightsaber +3 requires: (> 2,000,000 XP) Light Gem (misc9r) (Underdark) Hilt of the Equalizer (sw1h54a) (Underdark) Silver Blade (misc8u) (Underdark?) +3 thac0 2d6 magic (15% chance +2d6 extra magic damage) 2d6 elec (15% chance +2d6 extra electrical damage) speed 4 No strength bonus -2 to AC +1 attack/round 15% chance each hit that the target must make a saving throw vs. death (-2 penalty) or die. Lightsaber +4 requires: (> 3,000,000 XP) flail head (electric) (blun30b) (location?) +4 thac0 2d7 magic (20% chance +2d7 extra magic damage) 2d7 elec (20% chance +2d7 extra electrical damage) speed 3 No strength bonus -2 to AC +2 attack/round 20% chance each hit that the target must make a saving throw vs. death (-2 penalty) or die. Lightsaber +5 requires: (> 4,000,000 XP) +5 thac0 2d8 magic (25% chance +2d8 extra magic damage) 2d8 elec (25% chance +2d8 extra electrical damage) speed 2 No strength bonus -3 to AC +2 attack/round 25% chance each hit that the target must make a saving throw vs. death (-2 penalty) or die. |
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