Alien Codex (3.5e Campaign Setting)/Players

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Making An Alien

Races: A player chooses one of the following: Eldritch Horror, Ethergaunt, Gear Actua, Humans, Kisalli, Kremen, Life Elemental, Seppia, Setenall, Skandar, Tempus, Uongo-mijusi, V'Kai, Zeitgeist, or Zherihnghil.

Base Classes: Then the player chooses one of the following: Barbarian, Electric Mage, Fighter, Force Initiate, Gunslinger, Helraiser, Marksman, Monk, Psychic Warrior, Puppeteer, Ranger, Rogue, Soulknife, Saiyan Warrior, Sith/Jedi, Tenken, or Wildshaper.

Prestige Classes: A player can advance in any of 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

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
Baselard Simple 6 gp 1d5 (or 1d6-1) 19-20/x2 1 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