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Bioweapon (3.5e Feat)

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}}<onlyinclude>{{#set3.5e Feat|name=Bioweapon|types=Xenotheric|summary=By altering your own genetic structure, you have gained a powerful special attack.|prereqs=[[SRD:Prerequisite=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) or Int if the desired |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 psionicchosen from the table.}}
===[[Name::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===== [[Summary::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.
{| cellspacing="1" cellpadding="1" class="zebra d20"
|+ style="text-align: right;" | <div style="float: left;">{{Anchor|Table: Bioweapons}}|-
! align="left" | Bioweapon
! align="left" | Type
! align="left" | Secondary Effects
|-
| align="left" | Acid spray || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Acid Effect|Acid]] (d4d6) || align="left" | [[#Lingering DamageSRD:Nauseated|Lingering damageNauseated]] 1d3 <sup>1</sup> 1 [[SRD:Round|roundsround]], [[SRD:Sickened|sickened]]1d3 rounds.
|-
| 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" | Electricity bolt || [[SRD:Extraordinary Ability|Ex]] || align="left" | Line || align="left" | [[SRD:Electricity Effect|Electricity]] (d10) || align="left" | None[[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" | 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 injury (1d6 [[SRD:Dexterity|Dex]]/1d6 [[SRD:Dexterity|Dex]])
'''{{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, 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.
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