Difference between revisions of "Bioweapon (3.5e Feat)"

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Damage dealing bioweapons are measured in damage dice (dX), starting out at 3dX at 1 [[SRD:Hit Dice|HD]], and increasing by dX at every odd [[SRD:Hit Dice|HD]] after the first. (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 effect column in the table below.
 
Damage dealing bioweapons are measured in damage dice (dX), starting out at 3dX at 1 [[SRD:Hit Dice|HD]], and increasing by dX at every odd [[SRD:Hit Dice|HD]] after the first. (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 effect column in the table below.
  
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]].
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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 their primary effects require [[SRD:Saving Throw#Will|Will]] saves.
  
  
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| [[SRD:Fire Effect|Fire]] || [[SRD:Extraordinary Ability|Ex]] || Cone || [[SRD:Fire Effect|Fire]] (d8) || —
 
| [[SRD:Fire Effect|Fire]] || [[SRD:Extraordinary Ability|Ex]] || Cone || [[SRD:Fire Effect|Fire]] (d8) || —
 
|-
 
|-
| Spine<sup>1</sup> || [[SRD:Extraordinary Ability|Ex]] || || [[SRD:Fire Effect|Fire]] (d8) || —
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| Shooting Spines || [[SRD:Extraordinary Ability|Ex]] || Cone || [[SRD:Piercing Weapon|Piercing]] (d6) || [[#Poison|Poison]] on damage (primary and secondary 1d6 [[SRD:Dexterity|Dex]])
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|-
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| [[#Mind Tremor|Mind Tremor]] || [[SRD:Psi-Like Ability|Ps]] || Cone || Untyped (d8) || —
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|-
 
| colspan="5" class="foot" |
 
| colspan="5" class="foot" |
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|}
 
|}
  
'''{{Anchor|Lingering Damage}}:''' Bioweapons with this trait deal damage equal to half the bioweapon's base damage for a specified number of subsequent [[SRD:Round|rounds]]. Lingering damage does not stack. Any additional rounds of lingering damage incurred through a recent use of the bioweapon overlap with any previous rounds remaining.
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'''{{Anchor|Lingering Damage}}:''' Bioweapons with this secondary effect deal damage equal to half the bioweapon's base damage for a specified number of subsequent [[SRD:Round|rounds]]. Lingering damage is dealt to a creature at the start of its turn. Lingering damage does not stack; any additional rounds of lingering damage incurred through a recent use of the bioweapon overlap with any previous rounds remaining.
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'''{{Anchor|Poison}}:''' Bioweapons with this secondary effect [[SRD:Poisons|poison]] a target if they successfully deal damage. A successful [[SRD:Saving Throw#Fortitude|Fortitude]] saving throw against the DC of the bioweapon negates the poison.
  
 
=====Special=====
 
=====Special=====

Revision as of 08:10, 18 September 2009

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Author: Sulacu (talk)
Date Created: September 18, 2009
Status: Complete
Editing: Clarity edits only please
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Bioweapon [Xenotheric]

By altering your own genetic structure, you have gained a powerful special attack.

Prerequisite

Con 13 (+4 for every subsequent instance of this feat). The same prerequisites apply to Intelligence if the desired bioweapon is psionic.

Benefit

You gain a special biological weapon. 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.

Bioweapons have a number of charges equal to 3 plus your Constitution modifier. Every use of the bioweapon expends one charge, and charges are regained at a rate of 1 per minute. If you have multiple bioweapons, all of them use the same pool of charges.

Damage dealing bioweapons are measured in damage dice (dX), starting out at 3dX at 1 HD, and increasing by dX at every odd HD after the first. (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 effect column in the table below.

A bioweapon save DC is Constitution-based if extraordinary, or Intelligence-based if psionic. Psionic bioweapons ignore line of effect and their primary effects require Will saves.


Table: Bioweapons

Bioweapon Type Area Effect
Primary Secondary
Acid Ex Line Acid (d4) Lingering damage (1d3 rounds)
Electricity Ex Line Electricity (d8)
Fire Ex Cone Fire (d8)
Shooting Spines Ex Cone Piercing (d6) Poison on damage (primary and secondary 1d6 Dex)
Mind Tremor Ps Cone Untyped (d8)

Lingering Damage: Bioweapons with this secondary effect deal damage equal to half the bioweapon's base damage for a specified number of subsequent rounds. Lingering damage is dealt to a creature at the start of its turn. Lingering damage does not stack; any additional rounds of lingering damage incurred through a recent use of the bioweapon overlap with any previous rounds remaining.

Poison: Bioweapons with this secondary effect poison a target if they successfully deal damage. A successful Fortitude saving throw against the DC of the bioweapon negates the poison.

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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Facts about "Bioweapon (3.5e Feat)"
AuthorSulacu +
Identifier3.5e Feat +
RatingUnrated +
TitleBioweapon +