Dungeons and Dragons Wiki
No edit summary
m (formatting)
 
(11 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
<div class="supplement">{{author
+
{{author
 
|author_name=Sulacu
 
|author_name=Sulacu
 
|date_created=September 18, 2009
 
|date_created=September 18, 2009
 
|status=Complete
 
|status=Complete
  +
|balance=Rogue
}}{{#set:Prerequisite=Con 13 (+4 for every subsequent instance of this feat). The same prerequisites apply to Int if the desired bioweapon is psionic.}}
 
  +
}}
  +
{{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.
  +
}}
   
 
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.
===Bioweapon &#91;[[Type::Xenotheric]]&#93;===
 
 
[[Summary::By altering your own genetic structure, you have gained a powerful special attack]].
 
 
=====Prerequisite=====
 
 
[[SRD:Constitution|Con]] 13 (+4 for every subsequent instance of this feat). The same prerequisites apply to [[SRD:Intelligence|Intelligence]] if the desired bioweapon is [[SRD:Psi-Like Ability|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 [[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 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.
Line 27: Line 27:
   
 
{| 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}}</div>
+
|+ style="text-align: right;" | <div style="float: left;">{{Anchor|Table: Bioweapons}}
 
|-
 
|-
 
! align="left" | Bioweapon
 
! align="left" | Bioweapon
Line 60: Line 60:
   
 
'''{{Anchor|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 [[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. Damage inflicted by the lingering damage effect counts as non-continuous for the sake of [[SRD:Concentration Skill|Concentration]] checks, and resists mundane and magical healing, as well as [[SRD:Fast Healing|fast healing]]. Lingering damage can be removed only upon a successful [[SRD:Heal Skill|Heal]] check against the bioweapon's save DC + 10 followed by mundane or magical treatment, a ''[[SRD:Restoration|restoration]]'' spell or more powerful restorative effect, or through natural healing no quicker than 1 [[SRD:Hit Points|hit point]] per [[SRD:Hit Dice|HD]] per 8 hours.
 
'''{{Anchor|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 [[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. Damage inflicted by the lingering damage effect counts as non-continuous for the sake of [[SRD:Concentration Skill|Concentration]] checks, and resists mundane and magical healing, as well as [[SRD:Fast Healing|fast healing]]. Lingering damage can be removed only upon a successful [[SRD:Heal Skill|Heal]] check against the bioweapon's save DC + 10 followed by mundane or magical treatment, a ''[[SRD:Restoration|restoration]]'' spell or more powerful restorative effect, or through natural healing no quicker than 1 [[SRD:Hit Points|hit point]] per [[SRD:Hit Dice|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.
 
   
   
----
+
----
  +
{{3.5e Feats Breadcrumb}}
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Character Options|Character Options]] &rarr; [[3.5e Feats|Feats]] &rarr; [[3.5e Xenotheric Feats|Xenotheric Feats]]
 
  +
{{3.5e Complete Xeno Breadcrumb/Alien Civilizations}}
</div>
 
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
[[Category:User Sulacu]]
 
 
[[Category:Feat]]
 
[[Category:Feat]]
[[Category:Xenotheric Feat]]
 

Latest revision as of 19:35, 9 July 2010

Created By
Sulacu (talk)
Date Created: September 18, 2009
Status: Complete
Editing: Please feel free to edit constructively!
Balance: Rogue


Bioweapon [Type::Xenotheric] Summary::By altering your own genetic structure, you have gained a powerful special attack. Prerequisites: [[Prerequisite::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.

Table: Bioweapons
Bioweapon Type Area Damage Type (dX) Secondary Effects
Acid spray Ex Line Acid (d4) Lingering damage 1d3 rounds
Corrosive gas Ex Cone Acid (d8) Corrosion
Cryonic burst Ex Cone Cold (d8) Slow1 1 round
Electricity bolt Ex Line Electricity (d10) None
Flame breath Ex Cone Fire (d8) Burn 1d3 rounds
Mind tremor Ps Cone Untyped (d6) Sickened for 1 round
Shooting spines Ex Line Piercing (d6) Poison1 on injury (1d6 Dex/1d6 Dex)
Sound burst Ex Cone Sonic (d6) Deafened1 1d6 rounds
  1. Fortitude negates (DC equals bioweapon's DC).

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, a restoration spell or more powerful restorative effect, or through natural healing no quicker than 1 hit point per HD per 8 hours.



Back to Main Page3.5e HomebrewCharacter OptionsFeats Back to Main Page3.5e HomebrewSourcebooksComplete XenoAlien Civilizations