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− | + | {{author |
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|author_name=Sulacu |
|author_name=Sulacu |
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|date_created=September 18, 2009 |
|date_created=September 18, 2009 |
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|status=Complete |
|status=Complete |
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+ | |balance=Rogue |
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− | }}{{#set:Prerequisite=Con 13 (+4 for every subsequent instance of this feat). The same prerequisites apply to Int if the desired bioweapon is psionic.}} |
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+ | }} |
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+ | {{3.5e Feat |
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+ | |name=Bioweapon |
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+ | |types=Xenotheric |
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+ | |benefit=You gain a special biological weapon. See below. |
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+ | |normal= |
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+ | }} |
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− | ===Bioweapon [[[Type::Xenotheric]]]=== |
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− | =====Prerequisite===== |
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− | =====Benefit===== |
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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. |
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− | |+ style="text-align: right;" | <div style="float: left;">{{Anchor|Table: Bioweapons}} |
+ | |+ style="text-align: right;" | <div style="float: left;">{{Anchor|Table: Bioweapons}} |
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! align="left" | Bioweapon |
! align="left" | Bioweapon |
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'''{{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. |
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− | =====Special===== |
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− | ---- |
+ | ---- |
+ | {{3.5e Feats Breadcrumb}} |
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− | Back to [[Main Page]] → [[Dungeons and Dragons]] → [[3.5e Character Options|Character Options]] → [[3.5e Feats|Feats]] → [[3.5e Xenotheric Feats|Xenotheric Feats]] |
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+ | {{3.5e Complete Xeno Breadcrumb/Alien Civilizations}} |
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− | </div> |
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[[Category:3.5e]] |
[[Category:3.5e]] |
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[[Category:User]] |
[[Category:User]] |
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− | [[Category:User Sulacu]] |
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[[Category:Feat]] |
[[Category:Feat]] |
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− | [[Category:Xenotheric Feat]] |
Latest revision as of 19:35, 9 July 2010
Sulacu (talk) | |
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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.
Bioweapon | Type | Area | Damage Type (dX) | Secondary Effects |
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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 |
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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).
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.
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