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.