Monday 27 June 2016

Starsword Blade Variants

The Khybe Monk's approach to individual expression extends past simple mutations and hyperspace meditations. The Khybe Monk order endorses a variety of starsword designs and techniques in wielding them. A Khybe Monk only receives training with a single style of specialized starword and is unable to use the other Khybe manifestations of the blade. All Khybe Monk retain the ability to wield basic unspecialized starswords as would Star Knights. While it is permissible for a Khybe Monk to choose their desired blade style and technique, most seek guidance from the Khybe to randomly allocate which they are trained in.

d6 Khybe Monk Starswords:

1) Gloved Starsai. 
1d6+2 x 2, + 2 AC when worn and defending against melee attacks.
Tribladed starswords erupting from a pair of wielding gauntlets. The blade are much shorter than a regular starsword  but this allows them to be used in unison. This version of the starsword allows two attacks in a combat round (both attacks require separate successful attack rolls).The triblade design is also well suited to defending against melee attacks. Meditations cannot be cast while wearing both Starsai.
2) Fat blade.
1d6 + 2, +2 AC.
A much thicker bladed starsword. Because of the blades thickness the energy is less intense and damaging than a normal startsword. The thickness is perfectly suited to deflecting blows from other starswords and rounds from energy weapons.
3) Starflail.
1d6 + 4.
A laser thin line of energy separates a barbed head of plasma from this starsword's hilt. This thin line of energy can be extended up to 20 feet, allowing this particular starsword a very impressive reach. The energy line itself causes no lasting damage, other than mild heat irritation. The design of this starsword does not allow its wielder to deflect other blades or energy weapon rounds as a normal starsword would.
4) Starwhip. 
1d6 + 4.
The plasma of this starsword curls and bends like a whip. This allows the wielder to wrap the "blade" of this starsword around their target for ongoing damage. After a successful attack the victim of this weapon must make a Saving Throw or find themselves trapped in the super heated embrace of the Starwhip. This will result in the target automatically taking 1d6+4 damage each turn until the wielder of the Starwhip decides to release them. The design of this starsword does not allow its wielder to deflect other blades or energy weapon rounds as a normal starsword would.

5) Great Starsword.
Requires 2 hands, +1 to target's AC, 1d8+5.
An enormous, super charged starsword. The hilt of this starsword constantly jostles and vibrates under the internal pressure of the barely contained energy source. This bucks and jolts the wielder's hands, making the weapon especially hard to use. Any being targeted by this weapon receives +1 to their AC.

6) Starrazor. 
1d6 +3 hits 3 closest melee targets, Attack roll d20 result of 1 = hits wielder for maximum damage.
6 shortened starsword blades spinning around a stabilized central handle. This starsword is a whirling maelstrom of plasma energy. It is an incredibly dangerous and wild weapon to wield, causing damage to the 3 closest targets to the weapon, regardless of their position as friend or foe. An attack roll d20 result of 1 results in the wielding taking maximum damage from the whirling blade. While energy weapons can be deflected with this starsword, it is useless for parrying other starsword blades.



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