Difference between revisions of "Alien Codex (3.5e Campaign Setting)/Players"
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===Feats=== | ===Feats=== | ||
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{{:Xenotheric (3.5e Feat Type)}} | {{:Xenotheric (3.5e Feat Type)}} | ||
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==Equipment== | ==Equipment== | ||
===XK Future Equipment=== | ===XK Future Equipment=== | ||
{{:XK Future Equipment (3.5e Equipment)}} | {{:XK Future Equipment (3.5e Equipment)}} | ||
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===Weapons=== | ===Weapons=== | ||
{{:User:Franken Kesey/Future Weapons}} | {{:User:Franken Kesey/Future Weapons}} | ||
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===Vehicles=== | ===Vehicles=== | ||
'''[[Star Ships (3.5e Equipment)|Star Ships]]:''' [[Speeder Ship (3.5e Monster)|Speeder]], [[Fighter Ship (3.5e Monster)|Fighter]], [[Transport Ship (3.5e Monster)|Transport]], [[Stealth Ship (3.5e Monster)|Stealth]], [[Utility Ship (3.5e Monster)|Utility]], [[Battle Ship (3.5e Monster)|Battle]], [[Destroyer Ship (3.5e Monster)|Destroyer]] | '''[[Star Ships (3.5e Equipment)|Star Ships]]:''' [[Speeder Ship (3.5e Monster)|Speeder]], [[Fighter Ship (3.5e Monster)|Fighter]], [[Transport Ship (3.5e Monster)|Transport]], [[Stealth Ship (3.5e Monster)|Stealth]], [[Utility Ship (3.5e Monster)|Utility]], [[Battle Ship (3.5e Monster)|Battle]], [[Destroyer Ship (3.5e Monster)|Destroyer]] |
Revision as of 02:36, 24 March 2019
Contents
Races
A player can choose from one of the following races: Eldritch Horror, [[Ethergaunt {3.5e Race)|Ethergaunt]], Gear Actua, Kisalli, Kremen, Life Elemental, Seppia, Setenall, Skandar, Tempus, Uongo-mijusi, V'Kai, Zeitgeist, Zherihnghil
Classes
Base Classes: Then the player can choose any of the below classes. Classes with an alien theme follow: Force Initiate, Gunslinger, Sith/Jedi.
- Other classes the player can choose from: Barbarian, Electric Mage, Fighter, Helraiser, Marksman, Monk, Psychic Warrior, Puppeteer, Ranger, Rogue, Soulknife, Saiyan Warrior, Tenken, Wildshaper.
Prestige Classes: A player can advance in only the following prestige classes: Airship Pilot, Apex, Horizon Walker, Loremaster, Psionic Fist, Wildhunter, Xenophile.
Paragon Classes: Certain races can advance in the following paragon classes: Onni, Tempus, Wasomi
Alternate Class Features: Raging Hulk, Variant, Survivor Spell-less Ranger
Character Options
Feats
Feat Name | Prerequisite(s) | Summary |
---|---|---|
Absorb Energy | Deflect Projectiles | You can absorb the energy of incoming attacks to recover your bio-energy. |
Adamant Defense | Adamant Focus, Setenall | Your defenses improve while you're focused. |
Adamant Focus | Setenall, Concentration 4 ranks. | Your have improved upon your innate ability to focus. |
Alien Infiltrator | Shapechanger subtype. | You are an alien infiltrator from a distant world, allowing you to mesh very well with the primitives. |
Antennae | None | You are able to sense things you cannot see. |
Astroadaptation | Con 15, Must not have to breathe, Natural Armor +5 or higher | You can survive in the near vacuum of space. |
Bio-Energy Suffusion | Ability to cast spells or manifest powers. | You can use your bio-energy for casting spells or manifesting powers. |
Bio-Restoration | Healing Surge | You use your bio-energy to restore yourself. |
Biotic Initiate | Int 16, 4 HD, Able of Manifest 1 Psychokinesis Power of level 1 or Higher | A mysterious human, only known as The Shepherd, ventured far away from their home galaxy at the end of a brutal war for survival. After leaving, he began to teach naturally psionic races to harness biotics, a higher level form of telekinetic control by manipulating the Dark Matter that permeates through the Universe. |
Biotic Vanguard | 6 HD, Con 18, Biotic Initiate | By delving deeper into the teaching of The Shepherd, you now understand the ideals of the Vanguard. To be the forward force of your party to lead them battle with brute force and disrupting the front line of any enemies you face. |
Bioweapon | Con 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat) | By altering your own genetic structure, you have gained a powerful special attack. |
Centric Impact | Centric Strike | You can drive a weapon with immeasurable force by expending portions of you life force. |
Centric Strike | None | By expending portions of your life force, you can land massive strikes, and seem to rewrite the shape of space with mere willpower. |
Chameleon | None | You can blend in with your surroundings by adapting your body to the colors and textures around you. |
Creation Ex Xeno | Con 18, Craft Xeno-Alchemy 5 ranks | Can't make something out of nothing, unless you're an alien or something... |
Duraskin | None | Either through chitinous shell, rubbery body, or even nanomachines coursing through your veins you possess significant natural armor against danger. |
Empower Bioweapon | Bioweapon, Con 17, 8 Hit Dice | You can use bio-energy to forcibly increase the power of your bioweapon. |
Energy Vision | Con 19+ | You are able to fire rays of energy from your eyes. |
Gravatic Charge | Constitution 15 | You can lay Eggs! Only instead of eggs, it's semi-formed rifts between planes that go BOOM! |
Gravatic Node | Con 17, Gravatic Charge | By controlling your DNA which grants you your Gravatic Charge ability, you can make gravity cry even more. |
Healing Surge | Con 13 | You can use your bio-energy to heal your wounds. |
Hyper-Efficient Metabolism | Three or more Xenotheric feats, 6 or more HDs. | Your body is extremely efficient, gaining incredible upgrade without the aid of magic items. (see below) |
Hyperwarp Dive | Warp diver | You can go superluminal, however it is much more draining. |
Improved Bio-Regeneration | Con 17 | Your bio-energy pool recharges faster. |
Improved Resistance | Fort +4 | Your inborn energy resistances improve beyond the ordinary. |
Improved Speed Heartbeat | Uongo-mijusi, 9 HD, 24 Constitution | You push your heart rate to even greater speeds |
Increased Biocapacity | Con 15 | Your maximum bio-energy charges are increased. |
Memetic DNA | None | Your alien biology holds the code to even your basic memory and experiences. |
Mental Backlash | None | Your mental defenses make you hard to detect magically, and even harder to divine. |
Metabolic Boost | Reflex +4. | You can use your bio-energy to speed up your body and increase your response time. |
Necro-Energy | Undead type or Augmented Undead subtype | Even though you are dead you still possess bio-energy. |
Neo-Genesis | Con 15, Healing Surge | Your lifeforce swells, and spills out into the world around you, granting you powers. |
Novacharger | Must be a Novaen | You have a stronger and more versatile nova blast. |
Quicken Bioweapon | Bioweapon, 12 Hit Dice | You can use bio-energy to make your bioweapon fire more quickly. |
Supercharge Bioweapon | Empower Bioweapon, Quicken Bioweapon | You can supercharge your bioweapon and recover it nearly instantly. |
Synaesthetic Perception | None | You are able to sense vibrations in the ground. |
Varia Skin | None | Your body is adapt to stand extremes in temperatures rather than magnetic and chemical threats. |
Warp Diver | Astroadaptation, Natural armor +5 or higher, Con 15, must not have to breathe. | Able to traverse space and time, you can slip into the warp to travel at high speed. |
Weaponize Bio-Energy | None | You can use your bio-energy to power energy weapons. |
X-Ray Vision | Con 15 | You can see into and through solid matter. |
Xeno Fighter | Effective Fighter level 1 | You are an alien fighter. |
Xeno Warlock | Must have the eldritch blast class feature and able to use least invocations. | Your eldritch power do not stern from devil, feys or demon. Instead alien did it. |
Equipment
XK Future Equipment
XK Future Equipment (3.5e Equipment)
Weapons
Name | Proficiency | Cost | Damage | Critical | Range | Weight | Damage Type |
---|---|---|---|---|---|---|---|
Alchemical Shaped Charge Iolite Injector | Exotic | 800 gp | 1d8 | 19-20/×2 | 20 | 5 | Various, Piercing |
Biplanar Force Gun 9000 Series | Exotic | 96,000 gp | 5d6/20d6 | ×2 | 120 | 20 | Force |
Bright Burst Carbine | Exotic | 300 gp | 1d12 | 18-20/x2 | 90 | 10 | Bludgeoning, Fire |
Bright Burst Pistol | Exotic | 200 gp | 1d8 | 18-20/x2 | 70 | 2 | Fire, Bludgeoning |
Burst Gauntlet | Exotic | 350 gp | 1d10 | 20/x3 | — | 8 | Bludgeoning |
Coilgun | Exotic | 210 gp | 1d10 | 19-20/x2 | 120 | 12 | Piercing |
Coldspike | Exotic | 500 gp | 1d6/1d6 | 19-20/×2 | 50 | 5 | Piercing |
EM-Spiker | Exotic | 150 gp | 1d8 | 19-20/×2 | 80 | 12 | Piercing |
Electrocoil Blunderbuss | Exotic | 800 gp | 1d8 | 19–20/×2 | 15 | 8 | Piercing, Electricity |
Electrolance | Exotic | 400 gp | 1d8 | 20/x3 | — | 8 lbs | Electric |
Electron Gun | Exotic | 500 gp | 2d6 | 20/x2 | 50 | 12 | Electricity |
FT02 Pistol | Martial | 300 gp | 1d6 | x2 | 40 | 4 | Piercing |
FT04 Energy Sword | Martial | 500 gp | 1d8 | x2 | — | 4 | Varies |
FT05 Battlerifle | Martial | 400 gp | 2d8 | 19-20/x2 | 200 | 14 | Piercing |
FT06 Sniperifle | Martial | 600 gp | 3d6 | 18-20/x2 | 300 | 18 | Piercing |
FT07 Gravity Pick-Hammer | Martial | 700 gp | 2d8 | x3 | — | 20 | Bludgeoning, Piercing |
FT08 Force Ray | Martial | 5000 gp | 1d6/3d6 | x2 | 300 | 20 | Force |
FT12 Ice Pistol | Exotic | 600 gp | 2d6 | x2 | 40 | 6 | Cold |
FT14 Plasma Sword | Exotic | 1000 gp | 2d6 | 18-20/x2 | — | 4 | Electric, Fire |
FT15 Laser | Exotic | 800 gp | 3d6 | x2 | 300 | 20 | Electric |
FT16 Launcher | Exotic | 1200 gp | 3d6 | x2 | 200 | 20 | Fire |
FT18 Ice Ray | Exotic | 10,000 gp | 2d6/5d6 | x2 | 300 | 40 | Cold |
FT19 Siege Weapon | Exotic | 20,000 gp | 2d6/6d6 | x2 | 1000 | 90 | Piercing, Electricity, Fire |
FT20 Defense System | Exotic | 2000 gp | 3d8 | x2 | 300 | 100 | Electricity |
FT25 Assault System | Exotic | 4500 gp | Varies | x2 | Varies | 120 | Varies |
FT28 Ship Killer | Exotic | 60,000 gp | 3d8/9d8 | x2 | 3000 | 110 | Electricity, Fire, Piercing |
FT29 Moon Killer | Exotic | 120,000 gp | 3d12/12d12 | x2 | 5280 | 280 | Piercing, Fire, Electricity |
Heat Pistol | Exotic | 150 gp | 1d6 | 20/x2 | 50 | 2 | Fire |
Laser Gun | Exotic | 2250 gp | 2d6 | 20/x2 | 100 | 8 | Light |
Lasgun | Simple | 850 gp | 1d6 | 19-20/x3 | 100 | 10 | Fire |
Medium Sword | Simple | 12.5 gp | 1d7 (or 1d8-1) | 19-20/x2 | — | 3 | Slashing |
Nezak | Exotic | 12 gp | 1d10 | x3 | — | 12 | Piercing |
Plasma Rifle | Exotic | 5,000 gp | 2d6 | 19-20/x3 | 120 | 15 | Typeless |
Portable Railgun | Exotic | 6000 gp | 3d8 | x4 | 500 | 70 | Piercing |
Psychokinetic Fireblade | Exotic | 200 gp | 1d6 | 18-20/x2 | — | 1 | Fire |
Psychokinetic Flashgun | Exotic | 600 gp | 1d6 | ×2 | 50 | 4 | Typeless Energy |
Psychokinetic Thunderlash | Exotic | 400 gp | 1d8 | ×2 | — | 1 | Electric |
Pulse Shotgun | Exotic | 6000 gp | 4d6 | 20/x3 | 50 | 8 | Bludgeoning |
Raygun | Exotic | 1,000 gp | 1d6 | 20/x3 | 50 | 5 | Half Fire, Half Piercing |
Shortseax | Martial | 8 gp | 1d6 | x2 | — | 2 | Slashing |
Siege Railgun | Exotic | 200,000 gp | 20d8 | 20/x4 | 5000 | 50,000 | Piercing |
Slaughter Electric Needle Injector | Exotic | 100 gp | 1 | 20/x2 | 20 | 1 | Piercing |
Spurge Stinger | Exotic | 750 gp | 2d6 | 20/x3 | — | 6 | Acid |
Tesla Gun | Exotic | 600 gp | 2d10 | - | 30 ft | 10 | Electricity |
Z-Cell, Unstable | Simple | 100xBio-Energy Stored gp | 1d12xBio-Energy Stored | x4 | 40 | 1 | Energy(special) |
Zo Mèt La | Exotic | 5000 gp | 1d8 | 20/x2 | 10 | 2 | Slashing |
Vehicles
Star Ships: Speeder, Fighter, Transport, Stealth, Utility, Battle, Destroyer
Other Vehicles Lancer, Treadscout, Annihilator, NSF-03T Jaguarundi, SM-20 Hisser Mecha, Tank Scarab
Miscellaneous
Adventuring Gear: Senali Mask
Armor and Shields: ZK-23 Energy Shield