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.