Biotic Initiate (3.5e Feat)

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Author: Primordial Elder Dragon (talk)
Date Created: 08/24/19
Status: 99% Complete, but may need to tweek things.
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Biotic Initiate [Xenotheric, Psionic] Your enemies have you and your party ambushed. But they are fools...because they do not know that you have advanced psionic abilities that can, with careful application, take control of the battlefield.Prerequisites: Int 16, 4 HD, Able of Manifest 1 Psychokinesis Power of level 1 or HigherBenefit: By learning and understanding the principles of Quantum Mechanics and Dark Matter, you have learned to use Biotics, advanced telekinetic abilities that use the power of your mind to bend the fundamental forces of the universe together, like gravity and electromagnetism. These abilities require a cost of bio-energy and power points to achieve. Some will cost lest, some will cost more. If you have Psionic Focus at the ready you can expend it to extend some abilities and even do combination attacks with them. The Biotic maneuvers are below and each one is a Standard Action in a round. =

  • Pull : By focusing on an enemy, you cause an aura to appear around a target, gaining control of the mass that makes up the target by manipulating the dark matter around then body to exert forces of the Higgs Field to yank the target towards your location. The range of this medium (100 ft. + 10 ft./level). If the target is living, they are afforded a Will save equal to 10 + your character level + Cha Modifier. If they make the save, they are only shaken for 1 round, from the feeling of having their atoms forcibly yanked in an unwanted direction. If they fail, however, they will be forcibly pulled by gravitational forces towards you at half the distance of your maximum range. If they collide with any objects along the way, they will take 1d6 bludgeoning damage for even 10 ft they traveled and will halt all movement, forcing a Reflex save or fall prone. If they collide with another living creature, both creatures take the damage, but the creature is afforded a Reflex save. The Weight Limit on Pull is 300lbs + 50lbs per Character Level. The cost to use Pull is 2 bio-energy points and 4 power points
  • Push : This ability functions the same as Pull above except for one caveat = The push is centered on your body outwards for the maximum range.
  • Stasis : By focusing on a target, you can form a mass effect field around someone’s body to compress around their form, forcing all molecular moment in their body to stop on a dime. As long as you have a line of sight to an enemy or creature within medium (100 ft. + 10 ft./level) range, you can make the target halt in their tracks. Once you pick a target, they must make a Fortitude save equal to 10 + your character level + Cha Modifier or be locked in place for 1d6 rounds. They cannot move, seemingly frozen in time and can only look around and take mental actions. If they make the save, they are staggered for one round. If they failed, they CAN make a Will save the next round to break free of the Stasis hold, but each time they fail their body is wracked with pain for 1d6 Damage. The cost to use Stasis is 3 bio-energy points and 6 power points
  • Lift : The Lift ability functions much of the same to Pull and Push as they are noted above, including the saves that are noted but instead of being pushed back and yanked towards you, you can lift them or an object off the ground, having them dangle helplessly in the air. The range of this medium (100 ft. + 10 ft./level). If the target is living, they are afforded a Will save equal to 10 + your character level + Cha Modifier. If they make the save, they are only shaken for 1 round, from the feeling of having their atoms forcibly yanked in an unwanted direction. If they fail, however, they will be forcibly pulled upward for 1d4 rounds. The height they are lifted is 5ft + 5ft for every 2 character levels. At any time during the 1d4 rounds, the user can end it, dropping the target or object from the maximum height they could lift. Much like Stasis, if they failed, they can make a Will save the next round to escape and fall. If the target was lifted above 10ft, they take subsequent falling damage. Also when they hit the ground, this forces a Reflex save or fall prone. The weight limit is the same for Push and Pull, and The cost to use Lift is 2 bio-energy points and 4 power points
  • Warp :A direct attack ability that biotics can learn which is considered an initiate level skill but is no less dangerous or lacking in its versatility. The Warp ability is when a user formes a compressed and dense ball of dark matter in a mass effect field and hurling it at a target to smash into the enemy at relativistic speeds, causing damage to their internal organs and bones. Even more frightening, if the user has been focusing on the target in question, the Warp projectile can even bend and curve around corners and cover to still strike them even if they think they are safe. Choose are target in medium (100 ft. + 10 ft./level) range. Once you do, you can make two ranged attacks to that creature. If the first ranged attack passed their AC, you Warp projectile will strike true as it should. If you also make the second attack pass their AC, however, this turns your projectile into a deadly seeking missile, rendering projection and cover useless as it curves around it and even other enemies to strike your intended target. Because of the odd ways the projectile can move, they are allowed a Reflex save (10 + your character level + Cha Modifier ) to only take half damage. But if both ranged attacks pass the AC, they get a -4 to the save. The Damage of a Warp Projectile is 1d6 per level (Max 10d6) and it is typed as Bludgeoning and Force, so resistances and immunities apply. If the either of the attacks rolled are a Natural 20, the Warp crits and deals double damage and forces the creature to make another Reflex save or by knocked back 5ft per level. If BOTH attacks (However unlikely) are a Natural 20, the Warp projectile detonantes on impact, dealing double damage to anything within 10ft and there is no save for being knocked back. The save for half damage is still allowed. The cost to use Warp is 2 bio-energy points and 4 power points

Normal: You do not know Biotics. You are a Normal Psion, or Psionic-like character.Special: If you have the feats psionic meditation or Focused Psionic, your abilities can gain special augments =

This is no affiliated with E.A, Bioware or any of the owners of Mass effect. It's just fan made, if that isn't painfully obvious.


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Article BalanceVery High +
AuthorPrimordial Elder Dragon +
Identifier3.5e Feat +
PrerequisiteInt 16 +, 4 HD + and Able of Manifest 1 Psychokinesis Power of level 1 or Higher +
RatingUnrated +
SummaryA mysterious human, only known as The Shep
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.
atter that permeates through the Universe. +
TitleBiotic Initiate +
TypeXenotheric + and Psionic +