I have a player who would like to play a jedi-like character and I generally support the idea.
He's going with a combination of cleric with a monk (kata master) dip (2 levels) to get WIS to AC, evasion, flurry of blows and some jedi-like acrobatics via panache.
For the cleric levels, he is going evangelist to gain the spontaneous command spells (vs cure spells). But the big grab is the Lightning subdomain to gain flame blade (swapping fire for electricity per domain) as a domain spell. He's petitioning me to allow him to take Craft *whatever* feat to build a lightsaber. He'd like to see it have the following characteristics:
* Be able to use flame blade with it using his caster level like a staff
* Be able to enchant it like a normal weapon like greater magic weapon
* Be the size of a typical rod
* Be able to gain the advantages of Flame Blade Dervish feat (mostly the CHA to damage)
The size thing seems immaterial. Going by the rest, I am seeing the following equivalencies:
* To use Craft Staff with a level 2 spell (flame blade) that uses 2 charges to use would be 3200 (crafting cost)
* To add continuous magic weapon (to allow it to be enchant-able) would be +2000 to craft, unless I want to count it as a new power and then it would be +3000
Is this reasonable? This would be a pretty impressive weapon for 5200-6200, though the off the rack price would be twice as much. The concern is that a +1 brilliant energy weapon would cost x5 as much, though it does not require charges or spellcasting as a staff does.
|Chromantic Durgon <3|
I'm afraid I'm no expert on custom item creation but I thought it was worth mentioning that you can pretty much make a Jedi with an Aether Kineticist using Kinetic blade. Which is much simpler :P
You get the force and a lightsaber from level one and it all scales. If you wanna be a sith at level 7 get the lightning blast and its like his dark powers progressed. If you wanna be a Jedi probably best sticking with Aether.
The Legendary Planet Adventure Path's Dead Vault Descent has the following.
Aura moderate evocation; CL 6th
Slot none; Price 12,000 gp; Weight 1 lb.
When activated as a move or swift action, an energy blade’s elaborate handle projects a blade-shaped energy field. By adjusting controls on the handle as a move action, the wielder can change the length of the projected blade to match any straight-edged light or one-handed blade, sized appropriately to its wielder. This can be as short as a dagger or up to the length of a bastard sword, and includes a short sword, rapier, or longsword. An energy blade has a +1 enhancement bonus on attack rolls, and attacks made with it are melee touch attacks. The blade has a critical threat range and deals damage as appropriate to the shape of the weapon plus an additional 1d6 points of damage; half of the damage dealt by the weapon is fire damage and half is electricity damage (this damage is not halved when the energy blade is used to attack objects). The wielder’s Strength bonus does not apply to damage dealt by the weapon, but it can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The handle of an energy blade has enough power to project the blade for 10 minutes per day at full charge. This duration need not be continuous but must be spent in 1-minute increments. An energy blade recharges 1 minute of power each hour.
As a standard action, the wielder can expend 1 minute of the energy blade’s energy to fire a ray of energy with a range of 120 feet, dealing 2d8+4 points of damage (19–20/×2); one-half of this damage is fire damage and half is electricity damage. If the energy blade has less than 1 minute of duration remaining, this ray expends the remainder of the energy blade’s charge and deals half damage. This weapon does not function underwater.
Requirements Craft Magic Arms and Armor, energy touch, flame blade, produce flame; Cost 6,000 gp
|Cyrad RPG Superstar Season 9 Top 16|