Help With Lightsaber Dwarf


Advice


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Hi! I'm working on an archetypical dwarf who is outwardly and in most respects a bog-standard dwarfy dwarf, except that his hobby and life's work has been to invent a lightsaber. He rolls around in heavy armor, brews and chugs beer, is stout and strong, and when a fight breaks out KSSHH! out pops a lightsaber. I was hoping people could give me suggestions to improve my plan, and perhaps make the lightsaber more lightsabery.

Fluff-wise I want it to be a small looking rod that has a thaumo-magneto-field that acts as a blade, but also contains and shapes the plasmothermal energy that he can sometimes get to work. He's supposed to be good in combat, but not necessarily super strong. Also likes to hand out drinks and help his team mates.

Mechanically I'm planning on going with a strength based Dwarf Inventor with Weapon Innovation on a Clan Dagger. Using the Agile to capture the quickness of the lightsaber and Parry to get the cinematic feel of lots of blocking and parrying happening. Inventor's bonus damage will be fire, and the offensive boost will be fire too. I'll pick up Clan's Edge to get the attack-attack-parry for two actions, then Protective Sheath to up the AC. With the free hand I'll be using my Free Archetype Alchemist dedication to mix/brew/drink beers as buffs for me and the party in the vein of Deep Rock Galactic. I'll pick up Sentinel dedication to go up to heavy armor so I can leave dex at 10 (classic non-graceful dwarf), and pick up Unburdened Iron to help my speed.

Modifications I'm looking at are:
Complex Simplicity (1d6 damage instead of 1d4)
Aerodynamic Construction (Sweep, for the wide cinematic arcs of the lightsaber, and to help with Clan's Edge)
Extensible Weapon (Reach, because a lightsaber could get longer than a usual weapon, and reach is super good for Clan's Edge attacking multiple targets)

Runes I'm looking at are:
Flaming, Keen, Wounding(?)

So, anything you would change? Any ideas to make a lightsaber more lightsabery?


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On the subject of runes, why didn't you put Brilliant in your proposed rune lineup? It expressly turns the weapon into energy as part of the description.

Also, along those lines, if your GM is open to the idea you could make yourself a custom Brilliant Rapier in the shape of a clan dagger to get even more lightsaber-y. I would have suggested a spiral rapier, instead, but an inventor's innovation doesn't work with advanced weapons, and it'd be a bunch of hoops to jump through, unfortunately. Shame because it's got most of the traits I associate with lightsabers.

And if you don't go with the route of making a custom Brilliant Rapier, why not make it an adamantine weapon so you can simulate the ability to cut through anything? Failing that, I think making your weapon out of hot siccatite would be a good option to grant you even more faux plasma damage.

The downside of these options are they're all post-ten in level, but still, stuff to work toward and consider.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I thought about Brilliant, but a lot of its mechanics just don't seem to fit. The fire damage is fine, but bonuses against evil? Blindness? Dispelling magical darkness? The draw is the light fluff which I'd have been handwaving for 12 levels by then anyway.

The Brilliant Rapier is *so* good though! Turning all the physical damage into fire? That's way better than I thought I'd be able to get! I will definitely talk to a GM about doing a Clan Dagger version.

For the life of me though I can't decide between Adamantine and Hot Siccatite. The siccatite is probably better mechanically, but the cut through anything flavor of adamantine is just *chef's kiss*


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I'd personally lean to adamantine over siccatite myself. It's more common, which can put some GMs more at ease, and you can get fire damage from loads of other sources but only that true adamantine goodness lets you ignore that much hardness.

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