Bioweapon (3.5e Feat)
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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, 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 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 spray | Ex | Line | Acid (d4) | Lingering damage 1d3 rounds |
Corrosive gas | Ex | Cone | Acid (d6) | Corrosion |
Cryonic burst | Ex | Cone | Cold (d6) | Slow 1d3 rounds, Fort negates |
Electricity bolt | Ex | Line | Electricity (d10) | None |
Flame breath | Ex | Cone | Fire (d8) | Burn 1d3 rounds |
Mind tremor | Ps | Cone | Untyped (d8) | Sickened for 1 round (no save) |
Shooting spines | Ex | Line | Piercing (d6) | Poison on damage (1d6 Dex/1d6 Dex), Fort negates |
Sound burst | Ex | Cone | Sonic (d6) | Deafened 1d6 rounds, Fort negates |
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).
Lingering Damage: A bioweapon with this secondary effect deals damage to an affected creature at the start of every turn equal to half the bioweapon's base damage for a specified number of subsequent 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. Damage inflicted by the lingering damage effect counts as non-continuous for the sake of Concentration checks, and resists mundane and magical healing, as well as fast healing. Lingering damage can be removed only upon a successful Heal check against the bioweapon's save DC + 10 followed by mundane or magical treatment, or through natural healing no quicker than 1 hit point per HD per 8 hours.
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 + |