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]]. | + | 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) || — | ||
|- | |- | ||
− | | | + | | Shooting Spines || [[SRD:Extraordinary Ability|Ex]] || Cone || [[SRD:Piercing Weapon|Piercing]] (d6) || [[#Poison|Poison]] on damage (primary and secondary 1d6 [[SRD:Dexterity|Dex]]) |
+ | |- | ||
+ | | [[#Mind Tremor|Mind Tremor]] || [[SRD:Psi-Like Ability|Ps]] || Cone || Untyped (d8) || — | ||
+ | |- | ||
| colspan="5" class="foot" | | | colspan="5" class="foot" | | ||
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− | '''{{Anchor|Lingering Damage}}:''' Bioweapons with this | + | '''{{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. |
+ | |||
+ | '''{{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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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.
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.
Back to Main Page → Dungeons and Dragons → Character Options → Feats → Xenotheric Feats
Author | Sulacu + |
Identifier | 3.5e Feat + |
Rating | Unrated + |
Title | Bioweapon + |