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 draw upon your bio-energy. Every use of the bioweapon expends 1 charge. 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.
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| - 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 draw upon your bio-energy. Every use of the bioweapon expends 1 charge. 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.
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Summary
| - By altering your own genetic structure, you have gained a powerful special attack.
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prereqs
| - Con 13 or Int if the desired bioweapon is psionic
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benefit
| - You gain a special biological weapon. See below.
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dbkwik:dungeons/pr...iPageUsesTemplate
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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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abstract
| - 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. 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. Damage inflicted by the lingering damage effect counts as non-continuous for the sake of Concentration checks, and resists mundane and magical healing, as well as fast healing. Lingering damage can be removed only upon a successful Heal check against the bioweapon's save DC + 10 followed by mundane or magical treatment, a restoration spell or more powerful restorative effect, or through natural healing no quicker than 1 hit point per HD per 8 hours. Back to Main Page → 3.5e Homebrew → Character Options → Feats Back to Main Page → 3.5e Homebrew → Sourcebooks → Complete Xeno → Alien Civilizations
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