Difference between revisions of "Bioweapon (3.5e Feat)"
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__NOTOC__ | __NOTOC__ | ||
− | + | {{author | |
|author_name=Sulacu | |author_name=Sulacu | ||
|date_created=September 18, 2009 | |date_created=September 18, 2009 | ||
|status=Complete | |status=Complete | ||
+ | |balance=Rogue | ||
+ | }} | ||
+ | <onlyinclude>{{3.5e Feat | ||
+ | |name=Bioweapon | ||
+ | |types=Xenotheric | ||
+ | |summary=By altering your own genetic structure, you have gained a powerful special attack. | ||
+ | |prereqs=[[SRD:Constitution|Con]] 13 or [[SRD:Intelligence|Int]] if the desired bioweapon is [[SRD:Psi-Like Ability|psionic]] (+4 for every subsequent instance of this feat) | ||
+ | |benefit=You gain a special biological weapon. See below. | ||
+ | |normal= | ||
+ | |special=This feat may be taken multiple times. Every time it is taken, a different bioweapon is chosen from the table. | ||
}} | }} | ||
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− | + | Bioweapons can originate from any predetermined part of your body, such as the mouth, a limb or some other extremity or organ. Most bioweapons are offensive [[SRD:Extraordinary Ability|extraordinary abilities]], although a certain few are [[SRD:Psi-Like Ability|psionic]] in nature. | |
− | + | Bioweapons require no attack rolls, but they are projected in either a 20-foot line or a 10-foot cone. The range of the bioweapon increases by 10 feet (line) or 5 feet (cone) for every 5 [[SRD:Hit Dice|HD]] you have. Using a bioweapon is a [[SRD:Standard Actions|standard action]] that does not provoke [[SRD:Attack of Opportunity|attacks of opportunity]]. If your bioweapon produces a substance like [[SRD:Acid|acid]], gas or poison, you are immune to its effects. | |
− | Bioweapons | + | Bioweapons draw upon your [[Xenotheric (3.5e Creature Subtype)#Bio-Energy|bio-energy]]. Every use of the bioweapon expends 1 charge. |
− | + | Bioweapon damage is measured in damage dice (dX), starting out at 2dX at 1 [[SRD:Hit Dice|HD]], becoming 3dX at 2 [[SRD:Hit Dice|HD]], and increasing by +1dX at every odd [[SRD:Hit Dice|HD]] after 1st. (4dX at 3rd, 5dX at 5th, to a maximum of 12dX at 19th). The particular damage die type for any such bioweapon is listed between parentheses in the 'Damage Type' column in [[#Table: Bioweapons|Table: Bioweapons]]. | |
− | + | A bioweapon save DC is [[SRD:Constitution|Constitution]]-based if [[SRD:Extraordinary Ability|extraordinary]], or [[SRD:Intelligence|Intelligence]]-based if [[SRD:Psi-Like Ability|psionic]]. Psionic bioweapons ignore line of effect and require a [[SRD:Saving Throw#Will|Will]] save for half damage. | |
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− | A bioweapon save DC is [[SRD:Constitution|Constitution]]-based if [[SRD:Extraordinary Ability|extraordinary]], or [[SRD:Intelligence|Intelligence]]-based if [[SRD:Psi-Like Ability|psionic]]. Psionic bioweapons ignore line of effect and | ||
{| cellspacing="1" cellpadding="1" class="zebra d20" | {| cellspacing="1" cellpadding="1" class="zebra d20" | ||
− | |+ style="text-align: right;" | <div style="float: left;">{{Anchor|Table: Bioweapons}} | + | |+ style="text-align: right;" | <div style="float: left;">{{Anchor|Table: Bioweapons}} |
|- | |- | ||
− | ! | + | ! align="left" | Bioweapon |
− | ! | + | ! align="left" | Type |
− | ! | + | ! align="left" | Area |
− | + | ! align="left" | Damage Type (dX) | |
+ | ! align="left" | Secondary Effects | ||
+ | |- | ||
+ | | align="left" | Acid spray || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Acid Effect|Acid]] (d6) || align="left" | [[SRD:Nauseated|Nauseated]]<sup>1</sup> 1 [[SRD:Round|round]], [[SRD:Sickened|sickened]] 1d3 rounds. | ||
|- | |- | ||
− | + | | align="left" | Corrosive gas || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Acid Effect|Acid]] (d8) || align="left" | [[#Corrosion|Corrosion]] | |
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|- | |- | ||
− | | align="left" | | + | | align="left" | Cryonic burst|| [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Cold Effect|Cold]] (d8) || align="left" | [[SRD:Slow|Slow]]<sup>1</sup> 1 [[SRD:Round|round]] |
|- | |- | ||
− | | align="left" | Electricity bolt || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Electricity Effect|Electricity]] (d10) || align="left" | | + | | align="left" | Electricity bolt || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Electricity Effect|Electricity]] (d10) || align="left" | [[SRD:Stunned|Stunned]]<sup>1</sup> 1 [[SRD:Round|round]] |
|- | |- | ||
− | | align="left" | Flame breath || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Fire Effect|Fire]] (d8) || align="left" | [[#Burn|Burn]] 1d3 rounds | + | | align="left" | Flame breath || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Fire Effect|Fire]] (d8) || align="left" | [[#Burn|Burn]] 1d3 [[SRD:Round|rounds]] |
|- | |- | ||
− | | align="left" | | + | | align="left" | Mind tremor || [[SRD:Psi-Like Ability|Ps]] || align="left" | Cone || align="left" | Untyped (d6) || align="left" | [[SRD:Sickened|Sickened]] for 1 round, ignores line of effect |
|- | |- | ||
− | | align="left" | | + | | align="left" | Shooting spines || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Piercing Weapon|Piercing]] (d6) || align="left" | [[SRD:Poisons|Poison]]<sup>1</sup> on injury (1d6 [[SRD:Dexterity|Dex]]/1d6 [[SRD:Dexterity|Dex]]) |
|- | |- | ||
− | | align="left" | Sound burst || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Sonic Effect|Sonic]] (d6) || align="left" | [[SRD:Deafened|Deafened]] 1d6 rounds | + | | align="left" | Sound burst || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Sonic Effect|Sonic]] (d6) || align="left" | [[SRD:Deafened|Deafened]]<sup>1</sup> 1d6 rounds |
|- | |- | ||
− | | | + | | class="foot" colspan="5" | |
+ | # [[SRD:Fortitude|Fortitude]] negates (DC equals bioweapon's DC). | ||
|} | |} | ||
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'''{{Anchor|Corrosion}}:''' A bioweapon with this secondary effect deals double damage against any objects and creatures made of corrodable metals (such as [[SRD:Iron Golem|iron golems]]). | '''{{Anchor|Corrosion}}:''' A bioweapon with this secondary effect deals double damage against any objects and creatures made of corrodable metals (such as [[SRD:Iron Golem|iron golems]]). | ||
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+ | ---- | ||
+ | {{3.5e Feats Breadcrumb}} | ||
+ | {{3.5e Complete Xeno Breadcrumb/Alien Civilizations}} | ||
+ | [[Category:3.5e]] | ||
+ | [[Category:User]] | ||
+ | [[Category:Feat]] | ||
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Latest revision as of 19:51, 22 April 2014
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Bioweapon [Xenotheric]
Prerequisites: Con 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat)Benefit: You gain a special biological weapon. See below.
Special: This feat may be taken multiple times. Every time it is taken, a different bioweapon is chosen from the table.
Bioweapons can originate from any predetermined part of your body, such as the mouth, a limb or some other extremity or organ. Most bioweapons are offensive extraordinary abilities, although a certain few are psionic in nature.
Bioweapons require no attack rolls, but they are projected in either a 20-foot line or a 10-foot cone. The range of the bioweapon increases by 10 feet (line) or 5 feet (cone) for every 5 HD you have. Using a bioweapon is a standard action that does not provoke attacks of opportunity. If your bioweapon produces a substance like acid, gas or poison, you are immune to its effects.
Bioweapons draw upon your bio-energy. Every use of the bioweapon expends 1 charge.
Bioweapon damage is measured in damage dice (dX), starting out at 2dX at 1 HD, becoming 3dX at 2 HD, and increasing by +1dX at every odd HD after 1st. (4dX at 3rd, 5dX at 5th, to a maximum of 12dX at 19th). The particular damage die type for any such bioweapon is listed between parentheses in the 'Damage Type' column in Table: Bioweapons.
A bioweapon save DC is Constitution-based if extraordinary, or Intelligence-based if psionic. Psionic bioweapons ignore line of effect and require a Will save for half damage.
Bioweapon | Type | Area | Damage Type (dX) | Secondary Effects |
---|---|---|---|---|
Acid spray | Ex | Line | Acid (d6) | Nauseated1 1 round, sickened 1d3 rounds. |
Corrosive gas | Ex | Cone | Acid (d8) | Corrosion |
Cryonic burst | Ex | Cone | Cold (d8) | Slow1 1 round |
Electricity bolt | Ex | Line | Electricity (d10) | Stunned1 1 round |
Flame breath | Ex | Cone | Fire (d8) | Burn 1d3 rounds |
Mind tremor | Ps | Cone | Untyped (d6) | Sickened for 1 round, ignores line of effect |
Shooting spines | Ex | Line | Piercing (d6) | Poison1 on injury (1d6 Dex/1d6 Dex) |
Sound burst | Ex | Cone | Sonic (d6) | Deafened1 1d6 rounds |
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Burn: A bioweapon with this secondary effect sets fire to combustibles and unattended objects within its area of effect.
Corrosion: A bioweapon with this secondary effect deals double damage against any objects and creatures made of corrodable metals (such as iron golems).
Back to Main Page → 3.5e Homebrew → Character Options → Feats Back to Main Page → 3.5e Homebrew → Sourcebooks → Complete Xeno → Alien Civilizations
Article Balance | High + |
Author | Sulacu + |
Identifier | 3.5e Feat + |
Prerequisite | Con 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat) + |
Rating | Unrated + |
Summary | By altering your own genetic structure, you have gained a powerful special attack. + |
Title | Bioweapon + |
Type | Xenotheric + |