Author Topic: Homebrew Yuuzhan Vong Equipment  (Read 110 times)

FakDendor

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Homebrew Yuuzhan Vong Equipment
« on: January 14, 2019, 06:51:11 pm »
In conjunction with the upcoming gamemaster's sandbox, I've devised some homebrew versions of Yuuzhan Vong weapons and equipment that I felt lacked a simple analog to which I could apply the "biotechnology" template. I am looking for some feedback on balance and appropriateness, but I reserve the right to include them in the sandbox regardless of feedback, as they are intended for my RL game. I will weigh feedback appropriately, however, as I appreciate the collective experience of this forum.


Tsaisi

The first is the Tsaisi, a light weapon version of the amphistaff. I found that the amphistaff as a two-handed weapon locks out YV builds that are finesse based, or want to dual wield (of course, there is the dual attack nature of the amphistaff staff form, but who actually uses that? It locks the user out of the CT-attack that makes the amphistaff powerful). The Tsaisi is an updated weapon from the New Jedi Order Sourcebook from the WoTC d20 system.

Weapon type: Exotic weapon (melee)

Size: Small

Weight: 1 kg

Special: A Tsaisi, in any Form, may be coaxed by its wielder to spit venom up to 10 squares away (As a Standard Action). If this ranged attack hits both the target's Reflex Defense and Fortitude Defense, the target moves -1 Persistent step on the Condition Track. A Tsaisi can only spit venom once every 24 standard hours.

Special: The Tsaisi has three distinct weapon forms: Baton, Dagger, and Lash. Switching from one Weapon Form to is a Swift Action.

Baton: 1d4 bludgeoning

Dagger: Can be wielded or thrown. The spear's head is Poisonous: If the target takes damage, and the attack roll (with a +5 modifier) equals or exceeds it's Fortitude Defense, the target moves -1 Persistent step on the Condition Track. Deals 1d6 piercing.

Lash: The whip's tail deals 1d3 points of Piercing damage (Plus the wielder's Strength modifier) and is Poisonous: If the target takes damage, and the attack roll (with a +5 modifier) equals or exceeds it's Fortitude Defense, the target moves -1 Persistent step on the Condition Track. Instead of dealing damage with the Whip, the wielder may use it to Pin or Trip the target as though they were using the Pin or Trip Feats. The wielder must be proficient with the Amphistaff, but doesn't need to have the Pin or Trip Feats, to use this Weapon feature.

Notes: Unlike the amphistaff, Yuuzhan Vong do not treat the Tsaisi as a simple weapon. Thus, using the Tsaisi requires an exotic weapon proficiency feat as any other exotic weapon. The weapon does less damage than the amphistaff, and cannot be wielded two-handed.The weapon lacks the dual-attack benefit of the quarterstaff, and does not have reach with the lash. The trade offs for these downsides is a +5 bonus on the poison attack vs fortitude defense, and the ability to use as a finesse or dual-wielded weapon.


Plaeryin Bol

The Plaeryin Bol is a classic Yuuzhan Vong bio-replacement, and I wanted to do it justice here. It is a bit unusual among poisons in that I did not give it any CT movement, as I felt that stacked too strongly with the persistent conditions common when facing amphistaffs. I am open to suggestions about alternative effects to blinding, although I do think it is pretty nicely balanced.

The plaeryin bol is a biotech replacement for the eye that allows the user to conceal and fire a burst of poison.

Biotech Enhancement: +5 bonus to conceal. Can substitute deception checks for stealth checks made to conceal enhancement. Once per day, you may make an attack roll as a standard action. The attack roll is considered to have a equal to a thrown weapon, and is considered an inaccurate weapon. If the attack roll exceeds the target's reflex defense and also exceeds the target's fortitude defense, the target is considered poisoned. The poison attacks every round on the target's turn with 1d20+your heroic level vs the target's fortitude defense. If the attack succeeds, the target is blinded and takes damage equal to 1d6+half your heroic level, rounded down. The poison attacks every round until it misses or until it is treated with a treat injury check (DC10 + your heroic level).


Microbe Cloth

I was inspired by the description of the barabel microbe armor as something that the Yuuzhan Vong would devise. I have it listed as "equipment" intended for less combat-oriented characters that aren't proficient in armor, as it is more garment than armor. I am open to counter-arguments on this. It offers a good benefit at the cost of action economy (a swift action every turn), which prevents healer-type characters with high treat injury from benefiting while simultaneously performing first aid as a full-round action.


Equipment: While equipped, you can make a treat injury check DC20 as a swift action to stimulate specialized microorganisms to absorb heat and energy. You gain DR5 against energy or fire damage from the next attack from which you take damage before the start of your next turn.


Shaper Hand

The shaper hand attached to the shaper prestige class replace the need for a biotech tool kit, which is a decent benefit. However, in the RL campaign that inspired this sandbox, the shaper hand has taken on a more sinister tone as a sort of "bio-disassembler" that can actively break down organic material (even from living beings) and begin converting it into raw shaping material. I have tried to add a benefit that would reflect this variant. The grappling rules state you can deal damage with a light weapon after succeeding on a grapple, so I have used that to inspire the effect.

Equipment: When equipped with the shaper hand, you can elect to deal crush damage to a successfully pinned target as if you had the crush feat. Additionally, you regain temporary hit points equal to the damage dealt. Temporary hit points do not stack.
« Last Edit: January 14, 2019, 06:53:45 pm by FakDendor »

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MERC_1

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Re: Homebrew Yuuzhan Vong Equipment
« Reply #1 on: January 14, 2019, 09:48:45 pm »
I tried to answer as best as I can this late at night. Maybe I will have more to say after sleeping. If my anvers are in anyway strange, I blame lack of sleep!  :)


Tsaisi

The first is the Tsaisi, a light weapon version of the amphistaff. I found that the amphistaff as a two-handed weapon locks out YV builds that are finesse based, or want to dual wield (of course, there is the dual attack nature of the amphistaff staff form, but who actually uses that? It locks the user out of the CT-attack that makes the amphistaff powerful). The Tsaisi is an updated weapon from the New Jedi Order Sourcebook from the WoTC d20 system.

Weapon type: Exotic weapon (melee)

Size: Small

Weight: 1 kg

Special: A Tsaisi, in any Form, may be coaxed by its wielder to spit venom up to 10 squares away (As a Standard Action). If this ranged attack hits both the target's Reflex Defense and Fortitude Defense, the target moves -1 Persistent step on the Condition Track. A Tsaisi can only spit venom once every 24 standard hours.

Special: The Tsaisi has three distinct weapon forms: Baton, Dagger, and Lash. Switching from one Weapon Form to is a Swift Action.

Baton: 1d4 bludgeoning

Dagger: Can be wielded or thrown. The spear's head is Poisonous: If the target takes damage, and the attack roll (with a +5 modifier) equals or exceeds it's Fortitude Defense, the target moves -1 Persistent step on the Condition Track. Deals 1d6 piercing.

Lash: The whip's tail deals 1d3 points of Piercing damage (Plus the wielder's Strength modifier) and is Poisonous: If the target takes damage, and the attack roll (with a +5 modifier) equals or exceeds it's Fortitude Defense, the target moves -1 Persistent step on the Condition Track. Instead of dealing damage with the Whip, the wielder may use it to Pin or Trip the target as though they were using the Pin or Trip Feats. The wielder must be proficient with the Amphistaff, but doesn't need to have the Pin or Trip Feats, to use this Weapon feature.

Notes: Unlike the amphistaff, Yuuzhan Vong do not treat the Tsaisi as a simple weapon. Thus, using the Tsaisi requires an exotic weapon proficiency feat as any other exotic weapon. The weapon does less damage than the amphistaff, and cannot be wielded two-handed.The weapon lacks the dual-attack benefit of the quarterstaff, and does not have reach with the lash. The trade offs for these downsides is a +5 bonus on the poison attack vs fortitude defense, and the ability to use as a finesse or dual-wielded weapon.
This is probably fine, but the +5 bonus is a bit much. Compare with the talent Vicious Poison that grants a +2. You could also drop the Exotic part for Yuuzhan Vong if you decrease the bonus. Also:"spear's head is Poisonous", it does not have a spear head. It has a dagger's edge.

Plaeryin Bol

The Plaeryin Bol is a classic Yuuzhan Vong bio-replacement, and I wanted to do it justice here. It is a bit unusual among poisons in that I did not give it any CT movement, as I felt that stacked too strongly with the persistent conditions common when facing amphistaffs. I am open to suggestions about alternative effects to blinding, although I do think it is pretty nicely balanced.

The plaeryin bol is a biotech replacement for the eye that allows the user to conceal and fire a burst of poison.

Biotech Enhancement: +5 bonus to conceal. Can substitute deception checks for stealth checks made to conceal enhancement. Once per day, you may make an attack roll as a standard action. The attack roll is considered to have a equal to a thrown weapon, and is considered an inaccurate weapon. If the attack roll exceeds the target's reflex defense and also exceeds the target's fortitude defense, the target is considered poisoned. The poison attacks every round on the target's turn with 1d20+your heroic level vs the target's fortitude defense. If the attack succeeds, the target is blinded and takes damage equal to 1d6+half your heroic level, rounded down. The poison attacks every round until it misses or until it is treated with a treat injury check (DC10 + your heroic level).
Does the Blinded condition revert itself when the attack misses, or does it require First Aid? If Yes, it is fine. The First Aid check has a bit unusual DC, it should probably be just plain DC 20. Poison always has fixed DC as far as I know. 

Microbe Cloth

I was inspired by the description of the barabel microbe armor as something that the Yuuzhan Vong would devise. I have it listed as "equipment" intended for less combat-oriented characters that aren't proficient in armor, as it is more garment than armor. I am open to counter-arguments on this. It offers a good benefit at the cost of action economy (a swift action every turn), which prevents healer-type characters with high treat injury from benefiting while simultaneously performing first aid as a full-round action.


Equipment: While equipped, you can make a treat injury check DC20 as a swift action to stimulate specialized microorganisms to absorb heat and energy. You gain DR5 against energy or fire damage from the next attack from which you take damage before the start of your next turn.
I am certain that there was an item almost like this for high level Yuuzhan Vong in the species book for Star Wars D20. Take a look there! It should probably absorb up to 5 hits and then die unless repaired by a shaper. Also, it would require AP Light or give penalties as a light armor.

Shaper Hand

The shaper hand attached to the shaper prestige class replace the need for a biotech tool kit, which is a decent benefit. However, in the RL campaign that inspired this sandbox, the shaper hand has taken on a more sinister tone as a sort of "bio-disassembler" that can actively break down organic material (even from living beings) and begin converting it into raw shaping material. I have tried to add a benefit that would reflect this variant. The grappling rules state you can deal damage with a light weapon after succeeding on a grapple, so I have used that to inspire the effect.

Equipment: When equipped with the shaper hand, you can elect to deal crush damage to a successfully pinned target as if you had the crush feat. Additionally, you regain temporary hit points equal to the damage dealt. Temporary hit points do not stack.
Probably fine, but it could be a Talent that require that you have a Shapers Hand. Giving out feats for free may be OK sometime, but with a healing power it should be a talent. Also, this means that you can't take one from another user unless you have the talent.

This is the best I could come up with tonight. Good work on your part!

StevenO

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Re: Homebrew Yuuzhan Vong Equipment
« Reply #2 on: January 14, 2019, 11:29:57 pm »
Tasaisi (ie Amphistaff-light):  That added +5 bonus for the poison has got to go.  Generally FORT Defenses are about the same as a target's REF Defense (ok, there are some exceptions but generally a high FORT is still lower than a high REF) so it's incredibly punishing.  Do to its much smaller form the "whip" version probably should have a much harder time with Pin/Trip if it can do it at all; than NJOCG I mentioned does away with that but instead gives a bonus on Disarm attempts.

I guess there's nothing stopping someone from dual wielding amphistaffs (they are medium sized in spear form) but that potential for TWO attacks that can cause Persistent damage worries me.

Quote
Plaeryin Bol
Spoiler (hover to show)

Maybe not nearly as busted as what I see on that NJOCG (which will often kill in 4 rounds with just one attack) but a few things.  The Poison attack should be independent after sent out; the other source has it attacking at +15.  The Treat Injury check is also something that should be fixed especially when I don't know whose "heroic level" the DC is looking at; the alternative source I see has it as a DC 25 check with a full round action.

Microbe Cloth:  Just use that Barabel Microbe Armor converted to Biotech.  Want to make it "better" by making it Biotech have it be nil (-) for an Armor bonus and a little more MAX Dex but I'd certainly keep is at Armor.  IMHR I move the flight suit and space suit into the armor tables as light/medium armor with (-) for Armor bonuses which allows them to be work without Armored Defense but still requiring proficiency for a number of the benefits.

You might also compare this concept to the Energy Shields in KotOR where you may note that without the proper weapon proficiencies they may provide a good degree of SR but can be absolutely brutal otherwise.

Shaper Hand:  If you're going to move beyond it just functioning as a biotoolkit I'd say treat it as a natural (1d6) weapon.  I certainly don't see the temporary hitpoints.
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FakDendor

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Re: Homebrew Yuuzhan Vong Equipment
« Reply #3 on: January 15, 2019, 12:29:04 am »
Quote
The Poison attack should be independent after sent out; the other source has it attacking at +15.  The Treat Injury check is also something that should be fixed especially when I don't know whose "heroic level" the DC is .

I based the plaeyrin bol attack bonus and treat injury DC on the malkite techniques poison, which scales based on level. I felt this allowed it to scale more evenly instead of being overpowered at low level or underpowered at high level. I could certainly re-work it to set bonus if you both think that would be better.

Quote
Does the Blinded condition revert itself when the attack misses, or does it require First Aid? If Yes, it is fine.

Yes, the blinded condition is only assuming poison attack success. On a miss, the effect immediately passes.

I can see you both feel the +5 bonus when comparing the Tsaisi attack to Fort is too great. My first justification was based on the lore, which states the venom is much more potent than a typical amphistaff. The second justification was that I forsee a Tsaisi being used much more frequently by multiattackers or by scoundrels with low BAB. Compared to a STR-based soldier build I see the Tsaisi getting much lower total attack rolls, perhaps only hitting targets denied their dex bonus to reflex defense. Flat-footed characters do not take a penalty to Fort defense, however, meaning that I see the Tsaisi getting few poison hits in, negating the primary reason one uses an amphistaff. Would there be a better way to do this, mechanically?

I will reconsider the microbe cloth as an armor and not as equipment. I appreciate the feedback!

MERC_1

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Re: Homebrew Yuuzhan Vong Equipment
« Reply #4 on: January 15, 2019, 09:01:43 am »
I looked it up for you in the previous edition of Star Wars D20 RPG.

Quote from: Ultimate Alien Antologi page 192
Glistaweb
Light armor
DR 4 (Blasters only)
Weight 1kg
Max Dex +5
Not for sale

Resembling a robe of shimmering cloth, the glistaweb provides no benefit against physical attacks but absorbs blaster bolt energy. Only high ranking Yuuzan Vong have access to this material.
This is the stats I would use instead of your Microbe Cloth, but only for high ranking officers and shapers.

As for the Tsaisi, a +2 to the attack of the poison is a lot! This is the same as the talent Vicious Poison from the Malkite Poisoner tree. Even with a GenoHaradan weapon, you can't get the attack as high as +5. Maybe with a Mastercraft GenoHaradan weapon and the Vicious Poison talent... So, it is very high for an item that have no feat-tax or talent-tax. It should probably raise the CL of the user by +2.





StevenO

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Re: Homebrew Yuuzhan Vong Equipment
« Reply #5 on: January 15, 2019, 09:18:17 am »
Quote
The Poison attack should be independent after sent out; the other source has it attacking at +15.  The Treat Injury check is also something that should be fixed especially when I don't know whose "heroic level" the DC is .

I based the plaeyrin bol attack bonus and treat injury DC on the malkite techniques poison, which scales based on level. I felt this allowed it to scale more evenly instead of being overpowered at low level or underpowered at high level. I could certainly re-work it to set bonus if you both think that would be better.
...

A thing to remember about the Malkite Techniques is that they are based around a character ability which is why having the using character's level/ability set DCs and such makes sense.  I have a hard time thinking of equipment type stuff that has ongoing effects that depend on user level.  Now some equipment is better used for an initial effect by a higher level character but if it's something that goes on and on I can't think of any.  Now having effects based on the target has some precedent with many healing effects based on the TARGET's level which gives them scaling; it takes about the same number of surgeries to heal a NH4 as it would an NH18 if both have lost the same percentage of hp.
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FakDendor

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Re: Homebrew Yuuzhan Vong Equipment
« Reply #6 on: January 15, 2019, 09:23:54 am »
Ok, I'm convinced! Steven you suggested a fixed +15 bonus for the plaeyrin bol poison when it attacks fort. What about fixed damage? 1d6?