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

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__NOTOC__
 
__NOTOC__
<div class="supplement">{{author
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{{author
 
|author_name=Sulacu
 
|author_name=Sulacu
 
|date_created=September 18, 2009
 
|date_created=September 18, 2009
 
|status=Complete
 
|status=Complete
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|balance=Rogue
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}}
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<onlyinclude>{{3.5e Feat
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|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=
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|special=This feat may be taken multiple times. Every time it is taken, a different bioweapon is chosen from the table.
 
}}
 
}}
===Bioweapon [Xenotheric]===
 
 
By altering your own genetic structure, you have gained a powerful [[SRD:Special Attacks and Special Qualities (Creature Statistic)#Special Attack|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=====
+
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.
  
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, 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 draw upon your [[Xenotheric (3.5e Creature Subtype)#Bio-Energy|bio-energy]]. Every use of the bioweapon expends 1 charge.
  
Bioweapons draw upon your [[Xenotheric (3.5e Creature Subtype)#Bio-Energy|bio-energy]]. Every use of the bioweapon expends one charge.
+
Bioweapon damage is measured in damage dice (dX), starting out at 2dX at 1 [[SRD:Hit Dice|HD]], becoming 3dX at 2 [[SRD:Hit Dice|HD]], and increasing by +1dX at every odd [[SRD:Hit Dice|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|Table: Bioweapons]].
 
 
Damage dealing bioweapons are measured in damage dice (dX), starting out at 2dX at 1 [[SRD:Hit Dice|HD]], becoming 3dX at 2 [[SRD:Hit Dice|HD]], and increasing by +1dX at every odd [[SRD:Hit Dice|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|Table: Bioweapons]].
 
  
 
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 require a [[SRD:Saving Throw#Will|Will]] save for half damage.
 
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 require a [[SRD:Saving Throw#Will|Will]] save for half damage.
  
 
{| 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>
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|+ style="text-align: right;" | <div style="float: left;">{{Anchor|Table: Bioweapons}}
 
|-
 
|-
 
! align="left" | Bioweapon  
 
! align="left" | Bioweapon  
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! align="left" | Secondary Effects
 
! align="left" | Secondary Effects
 
|-  
 
|-  
| align="left" | Acid spray || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Acid Effect|Acid]] (d4) || align="left" | [[#Lingering Damage|Lingering damage]] 1d3 [[SRD:Round|rounds]]
+
| align="left" | Acid spray || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Acid Effect|Acid]] (d6) || align="left" | [[SRD:Nauseated|Nauseated]]<sup>1</sup> 1 [[SRD:Round|round]], [[SRD:Sickened|sickened]] 1d3 rounds.
 
|-
 
|-
| align="left" | Corrosive gas || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Acid Effect|Acid]] (d6) || align="left" | [[#Corrosion|Corrosion]]
+
| align="left" | Corrosive gas || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Acid Effect|Acid]] (d8) || align="left" | [[#Corrosion|Corrosion]]
 
|-
 
|-
 
| align="left" | Cryonic burst|| [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Cold Effect|Cold]] (d8) || align="left" | [[SRD:Slow|Slow]]<sup>1</sup> 1 [[SRD:Round|round]]
 
| align="left" | Cryonic burst|| [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Cold Effect|Cold]] (d8) || align="left" | [[SRD:Slow|Slow]]<sup>1</sup> 1 [[SRD:Round|round]]
 
|-
 
|-
| align="left" | Electricity bolt || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Electricity Effect|Electricity]] (d10) || align="left" | None
+
| align="left" | Electricity bolt || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Electricity Effect|Electricity]] (d10) || align="left" | [[SRD:Stunned|Stunned]]<sup>1</sup> 1 [[SRD:Round|round]]
 
|-
 
|-
 
| align="left" | Flame breath || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Fire Effect|Fire]] (d8) || align="left" | [[#Burn|Burn]] 1d3 [[SRD:Round|rounds]]
 
| align="left" | Flame breath || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Fire Effect|Fire]] (d8) || align="left" | [[#Burn|Burn]] 1d3 [[SRD:Round|rounds]]
 
|-
 
|-
| align="left" | Mind tremor || [[SRD:Psi-Like Ability|Ps]] || align="left" | Cone || align="left" | Untyped (d8) || align="left" | [[SRD:Sickened|Sickened]] for 1 round
+
| align="left" | Mind tremor || [[SRD:Psi-Like Ability|Ps]] || align="left" | Cone || align="left" | Untyped (d6) || align="left" | [[SRD:Sickened|Sickened]] for 1 round, ignores line of effect
 
|-
 
|-
| align="left" | Shooting spines || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Piercing Weapon|Piercing]] (d6) || align="left" | [[SRD:Poisons|Poison]]<sup>1</sup> on damage (1d6 [[SRD:Dexterity|Dex]]/1d6 [[SRD:Dexterity|Dex]])
+
| align="left" | Shooting spines || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Piercing Weapon|Piercing]] (d6) || align="left" | [[SRD:Poisons|Poison]]<sup>1</sup> on injury (1d6 [[SRD:Dexterity|Dex]]/1d6 [[SRD:Dexterity|Dex]])
 
|-
 
|-
 
| align="left" | Sound burst || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Sonic Effect|Sonic]] (d6) || align="left" | [[SRD:Deafened|Deafened]]<sup>1</sup> 1d6 rounds
 
| align="left" | Sound burst || [[SRD:Extraordinary Ability|Ex]] || align="left" | Cone || align="left" | [[SRD:Sonic Effect|Sonic]] (d6) || align="left" | [[SRD:Deafened|Deafened]]<sup>1</sup> 1d6 rounds
 
|-
 
|-
 
| class="foot" colspan="5" |
 
| class="foot" colspan="5" |
# [[SRD:Fortitude|Fortitude]] negates.
+
# [[SRD:Fortitude|Fortitude]] negates (DC equals bioweapon's DC).
 
|}
 
|}
  
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'''{{Anchor|Corrosion}}:''' A bioweapon with this secondary effect deals double damage against any objects and creatures made of corrodable metals (such as [[SRD:Iron Golem|iron golems]]).
 
'''{{Anchor|Corrosion}}:''' A bioweapon with this secondary effect deals double damage against any objects and creatures made of corrodable metals (such as [[SRD:Iron Golem|iron golems]]).
  
'''{{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, 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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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]]
 
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{{3.5e Feats Breadcrumb}}
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[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
[[Category:User Sulacu]]
 
 
[[Category:Feat]]
 
[[Category:Feat]]
[[Category:Xenotheric Feat]]
 
 
 
=====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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Latest revision as of 19:51, 22 April 2014


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Date Created: September 18, 2009
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Bioweapon [Xenotheric] Prerequisites: 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 (d6) Nauseated1 1 round, sickened 1d3 rounds.
Corrosive gas Ex Cone Acid (d8) Corrosion
Cryonic burst Ex Cone Cold (d8) Slow1 1 round
Electricity bolt Ex Line Electricity (d10) Stunned1 1 round
Flame breath Ex Cone Fire (d8) Burn 1d3 rounds
Mind tremor Ps Cone Untyped (d6) Sickened for 1 round, ignores line of effect
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).



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Facts about "Bioweapon (3.5e Feat)"
Article BalanceHigh +
AuthorSulacu +
Identifier3.5e Feat +
PrerequisiteCon 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat) +
RatingUnrated +
SummaryBy altering your own genetic structure, you have gained a powerful special attack. +
TitleBioweapon +
TypeXenotheric +