Mass Effect: Brainstorming on the Vanguard


Conversions


First and foremost, yes, I know there is already a mass effect conversion out there. I had started working on this project before I was aware of it. This said, I am also attempting to NOT look at the other conversion just yet, just to see how our ideas compare in the end.

Now, onto the topic. I have sorted out how most of the classes are going to work now, however what nifty features to give the vanguard elude me.

Notable things: In my conversion, instead of a spell system, using biotic and tech powers is like expending from a ki pool, in that each of these has their own respective pool. Additionally, there is also something known as a biotic or tech add-on. This functions similarly to metamagic, except it increases the pool cost, increases casting time, or a combination of both.

For those of you not familiar with the Vanguard from Mass Effect, they are capable of biotic powers, think stars wars "use the force". Additionally, while not as good as adepts (another biotic class) in using biotics, they can use light and medium armor instead of just light, and are also capable of using shotguns. Considering that they are sturdier, have close combat firearms, and can use their biotics to help emphasize these points or to close the distance between their foe, they live up to their name, the Vanguard.

Now, the trickiest part is figuring out what kind of unique feats to give them as they level. So far I've been considering something along these lines...

1st: Starting feat of some sort that grows over levels
2nd: Biotic Power
3rd: Point-blank shot
4th: Biotic Add-on
5th: starting feat improves
6th: Biotic Power
7th: something to improve durability
8th: Biotic Add-on
9th: starting feat improves
10th: Biotic Power
11th: something to improve damage
12th: Biotic Add-on
13th: starting feat improves
14th: Biotic Power
15th: something to improve biotics
16th: Biotic Add-on
17th: starting feat improves
18th: Biotic Power
19th: something
20th: Biotic Add-on, Some kind of capstone

If more information needs to be relevant in order to assist me, ask away! I thank you ahead of time if you have taken the time to read this lengthy post.


I created a balanced ME d6 system that may be useful to you, powers wise, anyway. All the classes have similar powers that interact with each other in different ways. It's fast and dirty, and encourages teamwork to set up biotic and tech explosions. I'll see if I can find it for you if you are interested.

I assume this is for a mass effect universe with similar tech?


Correct.

The main issue that I'm struggling with is figuring out what I want those "somethings" to be and the starting feat that progresses over time. I want at the very least the progressing feat to feel flavorful and coordinate well with the general feel of the vanguard.


I would do something like rogue talents. Which you kind of have. A tech, biotic, and combat pool of talents to choose from. Vanguards, infiltrators, and sentinels can choose from 2 pools.

Soldier: d12- 4 skills
VG: d10 - 6 skills
Inf: d10 - 6 skills
Eng: d8- 8 skills
Adept: d8 - 8 skills
Sent: d8- 8 skills


I would make 3 class progressions. 1 for a soldier, 1 for VG and inf, and 1 for adept engineer, and sentinel. They don't have to be fully fleshed out, just enough to get the bones of the idea. As you start to fill in basics, then you can add seperate abilities that make each on distinct. I'll throw up an example when I get a chance.


Something like this:

soldier progression v1:
1) weapon training 1, power (combat)
2) bonus feat
3) power
4) bonus feat
5) weapon training 2, power
6) bonus feat
7) power
8) bonus feat
9) power
10) weapon training 3, bonus feat
11) power
12) bonus feat
13) power
14) bonus feat
15) weapon training 4, power
16) bonus feat
17) power
18) bonus feat
19) power
20) capstone ability

inf/ VG progression v1:
1) power (combat or tech/biotic)
2)
3) power, bonus feat
4)
5) weapon training 1, power
6)
7) power, bonus feat
8)
9) power
10) weapon training 2,
11) power, bonus feat
12)
13) power
14)
15) weapon training 3, power, bonus feat
16)
17) power
18)
19) power, bonus feat
20) capstone ability

Note: may want to bump the bonus feats up by 1 lvl

adept/ eng/ sent progression v1:
1) power (biotic, tech, or biotic and tech)
2)
3) power,
4)
5) power, bonus feat
6)
7) power
8)
9) power
10) weapon training 1, bonus feat
11) power
12)
13) power
14)
15) power, bonus feat
16)
17) power
18)
19) power
20) capstone ability


I've actually got the soldier, infiltrator, engi, and adept already done essentially.

I'll outline the general gist of what they each have.

Soldier

Spoiler:
1: bonus feat
2: bonus feat, bravery +1
3: armor training 1
4: bonus feat
5: weapon training 1
6: bonus feat, bravery +2
7: armor training 2
8: bonus feat
9: weapon training 2
10: bonus feat, bravery +3
11: armor training 3
12: bonus feat
13: weapon training 3
14: bonus feat, bravery +4
15: armor training 4
16: bonus feat
17: weapon training 4
18: bonus feat, bravery +5
19: Armor Mastery
20: bonus feat, weapon mastery

Essentially a direct transition from the fighter, save a few changes, mostly associated with available choices for weapons for obvious reasons.


Infiltrator
Spoiler:
1: Sneak Attack 1d6
2: tech power, evasion
3: sneak attack 2d6
4: tech add-on, rapid reload
5: sneak attack 3d6
6: tech power
7: sneak attack 4d6
8: tech add-on, uncanny dodge
9: sneak attack 5d6
10: tech power, improved uncanny dodge
11: sneak attack 6d6
12: tech add-on, high ground +3
13: sneak attack 7d6
14: tech power, devastating precision
15: sneak attack 8d6
16: tech add-on, high ground +5
17: sneak attack 9d6
18: tech power
19: sneak attack 20d6
20: tech add-on, masterful precision

Sneak attack - just like the normal sneak attack, however if using the sniper rifle, the sneak attack can be managed from over 120 feet.

High ground - At 12th level, the infiltrator is able to take great advantage of their height compared to others. For every ten feet above the target he is attacking, the infiltrator gains +1 on their attack roll and damage roll, up to a maximum of +3. At 16th level, the maximum bonus goes up to +5.

Devastating precision - At level 14, focusing on their prey, the infiltrator is able to increase how precise his next attack may be by +5 for its attack bonus. Additionally, the critical threat range for this attack increases by +1, and the critical hit multiplier is increased by 1 (so if it would critical for x2, it instead would hit for x3). The infiltrator may perform this as a swift action three times plus the infiltrators dex modifier times per day.

Masterful precision - At level 20, putting all of their precision into a single blow on the enemy, the next attack the infiltrator performs gains +20 on its attack bonus. In addition, if the attack hits, it is confirmed as a critical hit. The infiltrator may perform this as a free action once a day.


Adept
Spoiler:
1: Biotic Power
2: Biotic Focus 1
3: Biotic Add-on, Biotic Manipulation
4: Biotic Power
5: Biotic Focus 2
6: Biotic Add-on
7: Biotic Power
8: Biotic Focus 3, Trademark Biotic
9: Biotic Add-on
10: Biotic Power
11: Biotic Focus 4, Mixed Force
12: Biotic Add-on
13: Biotic Power
14: Biotic Focus 5
15: Biotic Add-on, Power Specialist
16: Biotic Power
17: Biotic Focus 6
18: Biotic Add-on
19: Biotic Power
20: Biotic Focus 7, Added Memory

Biotic Focus - At level 2, as a person who is now heavily invested in biotics, your biotics program determines what kind of specializations you may gain as your biotic abilities evolve and manifest. The options are Melee, Control, and Destruction. You gain additional benefits for this choice every three levels after.
Melee: You are able to channel your biotic abilities into your fists, able to cause much more damage than the normal physical body is able to produce. When making an unarmed attack, you may spend one biotic point to deal an additional 1d6 points of biotic damage per biotic point spent. The maximum amount of biotic points one can spend increases to 2 at level 5, 3 at level 8, 4 at level 11, 5 at level 14, 6 at level 17, and 7 at level 20. At level 8, you can channel this energy into any melee weapon you are using.
Control: When using biotic abilities of the control subtype, you may spend an additional biotic point to make the required saving throw for your biotic power +1 the normal required amount. The maximum amount of biotic points one can spend increases to 2 at level 5, 3 at level 8, 4 at level 11, 5 at level 14, 6 at level 17, and 7 at level 20. At level 8, you may spend an additional 3 biotic points to change the appearance of your biotic power, making the spellcraft check to identify your biotic power +10 harder to identify.
Destruction: Although biotics has always been renowned for being destructive, you attempt to increase the magnitude of it. If the biotic power that you are using has a radius effect, you may spend a biotic point to increase the radius of the biotic power by 5 feet. The maximum amount of biotic points one can spend increases to 2 at level 5, 3 at level 8, 4 at level 11, 5 at level 14, 6 at level 17, and 7 at level 20. At level 8, by spending 1 biotic point any number of times, you can reduce the blast radius on one side by 5 feet. Doing this will not change the original shape of the radius, but will cut off that point from the radius.

Biotic Manipulation - At level 4, You gain the ability to manipulate your biotic power to manifest itself further to your own personal traits, dependent upon what your highest stat is. If multiple stats are the highest, choose one, although every time you level, you may choose a different effect if multiple stats are the highest. The effects are based upon your characters normal values, so equipment and debilitating effects will not change the effect from Biotic Manipulation.

Str - All melee attacks deal an additional +1 force damage.
Dex - You may spend 1 biotic point to increase your AC by 2 as an immediate action. This lasts until the end of the current units turn.
Con - When you are knocked unconscious, you may spend 3 biotic points to become immediately stabilized.
Int - When making a skill check, you may spend 1 biotic point to increase the check by +2. Can only use once per check.
Wis - You may spend 1 biotic point to increase a save by +2. Can only use once per check.
Cha - Saving throws against your biotic powers require +1 more.

Trademark Biotic - Each biotic has its own way of expressing their own abilities. At level 8, this adept has taken it a step further and chooses one of the following subtypes: Fire, Electric, Ice, Sonic, Acid, Gravity, Time. All biotic powers with the chosen subtype costs 1 biotic point less to cast, minimum of one. This does not reduce costs from Biotic Add-ons.

Mixed Force - At level 11, the biotic can combine the effects of multiple Biotic Powers into a powerful maelstrom of energy. You can cast additional biotic power while performing another biotic power at double the combined biotic point cost, and cannot have a reduced cost by any effects. If the two biotics being used have different casting times, you use the longer of the two casting times. Additionally, both effects must be legal on the same target.

Power Specialist - At level 15, your ability in biotics is unrivaled to some degree. The adept chooses a biotic power they control that requires a saving throw. The chosen biotic power can no longer be saved against. It cannot, however, effect targets that it normally can not target to begin with.

Added Memory - At level 20, given to a select few, be it due to military constraints or the fact that it may be illegal in some parts of the system, or simply outrageously expensive, this adept has gotten memory implants for the power that they have specialized in at level 16. This power may have as many Biotic Add-on’s implemented into its power as able at no additional biotic point cost unless it requires a value to be based upon (example, for each biotic point spent, do X).


Engineer
Spoiler:
1: Summon Combat Drone
2: Tech Power
3: Tech Add-on
4: Drone Modification
5: Tech Power, Omni-specialization
6: Tech Add-on, Emergency Output 1d4
7: Drone Modification
8: Tech Power
9: Tech Add-on, Omni-specialization 2
10: Drone Modification
11: Tech Power
12: Tech Add-on, Emergency Output 2d4
13: Drone Modification, Omni-specialization 3
14: Tech Power, Second Combat Drone
15: Tech Add-on
16: Drone Modification
17: Tech Power, Omni-specialization 4
18: Tech Add-on, Emergency Output 3d4
19: Drone Modification
20: Tech Power, Complete Override

Summon Combat Drone - At 1st level, the engineer can summon one combat drone as a standard action that costs 2 Tech points. This drone’s health has half of the maximum health the engineer has, rounded up. It has ranks equal to that of its engineer in all of the same skills, but is only proficient in Disable Device, Fly, Knowledge (Engineering), Perception, and Use Magical Device. It has a movement of 30 feet, and its standard weapon is a laser-based pistol that deals 1d4 damage. It’s Base attack bonus is equal to the engineers. The Drones strength, dexterity, and constitution is the same as the engineers. Its Intelligence is 3, Wisdom is 0, and Charisma is 0. It is considered small. It cannot wear armor, nor can it be outfitted with any equipment that others may wish to give it. It’s standard armor class is 11 + Dex (10 + 1 from size + Dex). This combat drone deactivates after 1 minute. There can only be one combat drone active at one time. At 14th level, the maximum number of combat drones increases to two.

Drone Modifications - At 4th level and every three levels after, the engineer can make adjustments to how the Combat Drone functions. These modifications are as follows:
Improved Weaponry: Increase the damage output of a weapon by one step. You can only choose this modification twice for each weapon.
Skillful Adaptation: The Combat Drone becomes proficient in an additional skill of your choice.
Explosive: Choose Fire, ice, electric, or acid. If the drone is destroyed, it deals 1d4 points for every two levels of engineer of the chosen damage type to everything adjacent to it. You may only choose this modification once.
Kinetic Coil: Adds +1 attack bonus to all attacks the drone makes. You may only choose this modification twice.
Armor Plating: Adds +1 to the drones AC. You may only choose this modification twice.
CQC Weaponry: Adds a melee attack that deals 1d6 damage of your choice, slashing, piercing, or bludgeoning.
Vision Sensor: Choose a type of vision, night, heat, movement. The engineers drones can now see with that kind of vision in addition to its others, although only one type of vision at a time. Changing visions is a free action. Each time you choose this modification, select a different vision.
Hover Module: The engineer’s drones can now fly(good) at a speed of 20 feet.

Omni-specialization - At 5th level the engineer can choose what specialization in Omni-tool technology they wish to progress. Every four levels after, they further progress the chosen specialization. The specialization choices are as follows:
Omni-Weapons: While many consider Omni-Weapons outdated, you attempt to prove them otherwise. All Omni-weapons at 5th level gain +1 to attack rolls and damage rolls. At 9th level, this progresses to +2, at 13th level to +3, and at 17th level to +5.
Omni-Shields: You have discovered how to reinforce your shields further. At 5th level, as long as your shields are online, the first 1 point of damage your shields would take from a single attack are prevented. At 9th level this progresses to 2 points, and at 13th level to 3 points, and at 17th level to the first 5 points of damage.
Omni-tool Hacking: Believing fondly that hacking is the way to go with Omni-tool technology, you have become adept at bending programs to your will. At 5th level, you gain a +2 to all disable device checks that involve hacking. At 9th level, you gain an additional +1 at all disable device checks involving hacking and once per day can reroll a single disable device check involving hacking. At 13th level you progress each further, gaining an additional +2 to all disable device checks involving hacking. At 17th level you gain an additional +1 to all disable device checks, and twice per day can reroll a single disable device check involving hacking.

Emergency Output - At 6th level, the engineer as a full-round action can re-energize her tech, restoring 1d4 tech pool points. At 12th level, this ability increases to 2d4, and at 18th level increases further to 3d4. This ability can only be used once a day.

Complete Override - The engineer has become a pinnacle icon of what many aspire to be in some form. At 20th level, the engineer chooses a specialization, spaceship, vehicle, robotics. Effects are dependant upon this choice.

Spaceship: You have obtained grand knowledge of the majority of spacecraft programming, and are even able to control space ships from a distance using your Omni tool. This includes even hacking into other space ships. To hack into another spaceship, you first have to perform a successful hack, check dependant on what kind of ship you are hacking, and from there use magical device. A d20 check will confirm all commands perfectly. A d10 or lower tosses you out of the ships systems via firewall override, losing the signal, or some other event that causes you to lose control over it unless that ship is your own. At the beginning of the turn for whomever had control of the ship, they may attempt to gain control once more by performing a disable device check to prevent your hacking further, at which point the engineer must make their own disable device check to override their attempt. Starting this action is treated as a full-round action, and to continue manipulating it requires a swift action. The maximum range for this is 10 miles.

Vehicle: You have complete understanding of the multitude of mechanical vehicles within the known universe. You are not only able to control individually vehicles via your Omni tool, but can even override the normal functionality of the vehicle to produce outputs beyond the norm, increasing the vehicles speed by lowering shield or defensive output, or potentially vice versa, even so much as to increase the damage output from the vehicles weapons by lowering one of the two previously mentioned features, or both. The available options to manipulate the systems are varied based upon the vehicle. If you are attempting to hack into a vehicle that is not your own, you must complete a successful hack with a disable device check. If successful, you retain control of the vehicle unless you do a use magical device check of d5 or lower. At the beginning of the turn for whomever had control of the ship, they may attempt to gain control once more by performing a disable device check to prevent your hacking further, at which point the engineer must make their own disable device check to override their attempt. Starting this action is treated as a full-round action, and to continue manipulating it requires a swift action. The maximum range for this manipulation is 10 miles.

Robotics: From disabling to controlling, your peerless skills in robotics is unmatched. You may attempt to override the systems of all robotics within 120 feet. The required checks to control these robotics is a d20 disable device check to shut down the initial systems for each individual robot, followed by a d15 use magical device check for each disabled robot to reactivate the systems under your command. Robotic AI’s require an additional +10 on each of these rolls. Starting this action is treated as a full-round action, and to continue manipulating it requires a swift action. If you stop performing swift actions, all controlled robots shut down instead of reactivating under their normal control unless the original controller of those systems reactivate it.

The issue is that I'm lacking more of a niche spot for the vanguard for a progressive feat. Once I can get a perfect choice to reflect the vanguard I think I could work out all the kinks. Perhaps some sort of bonus based upon his ability to threaten nearby squares since he likes to be up close and personal?


Biotic charge useable 1/2 lvl + casting mod. It does 1d6 dmg per 2 lvls no save no attack roll, but leaves you flat footed. Read my VG thread below for more ideas.


Seems like a decent set up. I would suggest adding weapon traing as the following and scale the bonuses as you see fit, maybe a 1/3 or 1/4 progression:

Pistols: marksman- +2 hit and dmg
Shotguns: carnage- +1d6 in a 15ft cone
AR: overkill- an additional attack at a -2 penalty
SR: assassination- +1d6 dmg

Every class should get this at least once, with the soldier getting all of them over 20 lvls. For combat phase, I would use the classic military model of shoot, move, communicate (or activate in this case).

Shoot: eleminate the itterative bonus from BaB, because you are hitting touch AC with ranged weapons (armor adds DR, shields add HP).

Move: full move, half move and cover, cover then half move, or whatever.

Activate: tap a power or ability (see weapon training), fire another volley, or take another move action. Your bigger powers should take two actions to activate leaving one action to shoot or move as needed.

What do you think?


Iffy on the Biotic Charge. As you may have noticed, with most of the build designs I've come up with, it lends itself to flexible play-styles and concepts, even within the individual classes. Soldier is flexible in the similar manner as fighter was, Infiltrator, while a bit more niche, can definitely pull off an up close and personal sneak attacker with an omni-weapon, seeing as the only built in skill that is specifically for long range combat is High Ground (and slightly rapid reload, as that isn't exactly for melee based combat).

With Biotic Charge, it seems a bit too niche, although a bit of a classic for the Vanguard. A good comparison would be Rage for the barbarian. Sure, rage is given to each and every barbarian, but there are a multitude of things that can be added onto the rage to emphasize your own unique customization and build. I do like the concept of your Biotic charge, and with your permission would still potentially like to incorporate it into a biotic power choice. :)

I do like the weapon training concepts, although I would see a lot of those as feats. This said, I could definitely see Carnage as one of the feats that the Vanguard would get, maybe at level 7 or 11, automatically.

As for combat iterations, I would prefer to stick to Pathfinder as close as possible to reduce confusion, sticking to move action, standard action, swift action, ect. Saying this though, I have definitely considered implementing the action of taking cover. Still debating if it should be considered a standard or a move action and how it would interact with the rules in regards to cover under the combat "Cover" section in pathfinder combat.

http://paizo.com/pathfinderRPG/prd/combat.html


Ok, try the biotic charge with modify able conditions. You could cause the staggered, sickened, prone, or any number of conditions, and if you check out my thread, I rolled biotic charge, shockwave, and nova into "blast" templates for the standard charge attack. Maybe you can add things that buff you and or debuff enemies. It can be a very versatile class feature if you handle it properly.

I would also encourage you to keep the weapon training as an ability rather than a feat. Maybe create a line of feats that augment it, but keep it as a class ability.


Look at the anti paladins list of cruelties to add to your biotic charge, and maybe some feats or abilities to add buffs like deflection bonus to AC, temp HP = to your charge dmg dice, save bonuses, dmg bonuses, stuff like that.

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