Bioweapon (3.5e Feat)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Bioweapon [Xenotheric]
Prerequisites: Con 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat)Benefit: You gain a special biological weapon. See below.
Special: This feat may be taken multiple times. Every time it is taken, a different bioweapon is chosen from the table.
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 or 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 draw upon your bio-energy. Every use of the bioweapon expends 1 charge.
Bioweapon damage is measured in damage dice (dX), starting out at 2dX at 1 HD, becoming 3dX at 2 HD, and increasing by +1dX at every odd HD after 1st. (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 'Damage Type' column in Table: Bioweapons.
A bioweapon save DC is Constitution-based if extraordinary, or Intelligence-based if psionic. Psionic bioweapons ignore line of effect and require a Will save for half damage.
Bioweapon | Type | Area | Damage Type (dX) | Secondary Effects |
---|---|---|---|---|
Acid spray | Ex | Line | Acid (d6) | Nauseated1 1 round, sickened 1d3 rounds. |
Corrosive gas | Ex | Cone | Acid (d8) | Corrosion |
Cryonic burst | Ex | Cone | Cold (d8) | Slow1 1 round |
Electricity bolt | Ex | Line | Electricity (d10) | Stunned1 1 round |
Flame breath | Ex | Cone | Fire (d8) | Burn 1d3 rounds |
Mind tremor | Ps | Cone | Untyped (d6) | Sickened for 1 round, ignores line of effect |
Shooting spines | Ex | Line | Piercing (d6) | Poison1 on injury (1d6 Dex/1d6 Dex) |
Sound burst | Ex | Cone | Sonic (d6) | Deafened1 1d6 rounds |
|
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).
Back to Main Page → 3.5e Homebrew → Character Options → Feats Back to Main Page → 3.5e Homebrew → Sourcebooks → Complete Xeno → Alien Civilizations
Article Balance | High + |
Author | Sulacu + |
Identifier | 3.5e Feat + |
Prerequisite | Con 13 or Int if the desired bioweapon is psionic (+4 for every subsequent instance of this feat) + |
Rating | Unrated + |
Summary | By altering your own genetic structure, you have gained a powerful special attack. + |
Title | Bioweapon + |
Type | Xenotheric + |