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

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Revision as of 09:21, 18 September 2009

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Author: Sulacu (talk)
Date Created: September 18, 2009
Status: Complete
Editing: Clarity edits only please
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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.

Table: Bioweapons

Bioweapon Type Area Effect
Primary Secondary
Acid spray Ex Line Acid (d4) Lingering damage (1d3 rounds)
Corrosive gas Ex Cone Acid (d6) Corrosion
Electricity bolt Ex Line Electricity (d10)
Flame breath Ex Cone Fire (d8) Burn 1d3 rounds
Shooting spines Ex Line Piercing (d6) Poison on damage (1d6 Dex/1d6 Dex), Fort negates
Mind tremor Ps Cone Untyped (d8) Sickened for 1 round (no save)
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. Lingering damage is so persistent that it is treated as normal damage instead of continuous damage for the sake of Concentration checks, and healing damage inflicted by a bioweapon with the lingering damage secondary effect requires 2 points of healing for every point of damage inflicted.

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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Facts about "Bioweapon (3.5e Feat)"
AuthorSulacu +
Identifier3.5e Feat +
RatingUnrated +
TitleBioweapon +