Okay, so I went through the new file, just because I love giving you a hard t-, I mean, because I love your work so much. Here are some things that I noted:
talien said:
* Skill Modifications: Craft (mechanical), Spellcraft, Use Magic Device
The Craft (mechanical) skill requires that you already have the Duct-Tape Engineering feat (which I address separately below). This means that a character with a Wisdom of 10 or above (in essence, any character with average Wisdom) will never be able to take this skill, since they can never take the prerequisite feat.
Likewise, the fact that you must first make a Knowledge skill check seems rather superfluous. It only adds to the confusion that is says, "You must make a Knowledge check of the appropriate type". The d20 Modern SRD doesn't have a mechanical subset for the Knowledge skill, so there will probably never be an "appropriate type" for anything related to Craft (mechanical). It seems like the knowledge of how to build something would be assumed to be possessed if you have that application of the Craft skill to begin with.
Also, in the PDF bookmark along the side of the document, there is an odd bookmark here, after Skills and before Skill Modifiers, just labelled "S". That doesn't seem right.
* New Feats: Backhand Slash, Chainsaw Impale, Duct-Tape Engineering, Over the Shoulder
For Backhand Slash, it seems a tad bit more fair to just allow the character to be able to make an attack of opportunity at characters who approach their back in their reach when the character is wielding a slashing weapon. That regulates this ability a bit more than it is now.
Chainsaw Impale says that the impaled creature takes automatic damage each round. It is unclear if this is critical hit damage or not though, since you can only use this on a critical. Likewise, it says the creature is entangled as per a net. However, that I saw, nets are not listed in the weapons section of the d20 Modern SRD! Luckily, "entangled" was. It also seems odd that when the victim makes their strength check to remove the chainsaw, they take damage, but when you voluntarily remove it, it causes none.
Duct-Tape Engineering seems a little steep, since it is essentially charging a feat just to use Craft (mechanical). Likewise, that renders the Housewares feat somewhat obselete also, as people who can't take Duct-Tape Engineering (and this cant use Craft (mechanical)) will never take a feat that modifies that skill. Lastly, I know we've talked about that before, but I don't think its a good idea for a feat with a prerequisite that is "Wis less than 10", as that means characters who have an average Wis or better will never be able to take either of those feats (and by extension, that Craft (mechanical) skill either).
* New Weapons: diamond chainsaw, dynamite, flamethrower, launcher, molotov cocktail, shovel, sickle, Williams gun
Your stats for the flamethrower seem to be different from those in the d20 Modern SRD - yours deals 1d6/shot, whereas the one in the SRD deals 3d6, for example.
* Prosthetics: cap, hook, interchangeable, metal hand
The Prosthetics section talks about using your "off" hand if its your remaining hand. That seems like a mild contradiction to the d20 Modern rules, however, since the Combat section of the SRD says "Off-Hand Weapon: When a character deals damage with a weapon in his or her off hand, add only half of the character’s Strength bonus."
* New Combat Rules: one-handed reloading, shotguns, shooting one-handed, shooting over the shoulder
The section on double-barrel shotguns says you can fire both barrels at the same target in one attack. It doesn't say if this inflicts double-damage or what though.
The header for Suppressive Fire is in normal font in the same line as the last part of the text for Shooting over the Shoulder. It should be bolded and indented.
* Spellcasting & Magic Device rules
The section here talks about using a check to utilize these. However, only magic items require a check to use, and thats only if the person can't use the item normally. There doesn't seem to be a system laid out to use a skill check to cast spells, which is what the text seems to imply. The whole idea of "the opposite happening" when a check is failed by 10 or more is nebulous, and could be abused...(a player intentionally fails a check when casting Awaken Kandarian, and the deadites around him are all de-animated, for example).
* New Spells: close time/space rift, dispel runic lock, lightning, possess deadite, possess hellhound, reign of fire, runic lock, seismic wave, stun, summon hellhound, superhuman strength
Your version of Lightning seems like its a bit low for just Arcane 3...Arcane 3 is the level of the Lightning Bolt spell from the SRD, but yours goes up to 20d6 damage, and affects secondary targets.
Conversely, Possess Hellhound seems like it should be a lower level, since it only works on one creature, and a measly CR 3 creature at that.
Superhuman Strength doesn't seem to have much tangible benefit for the caster at all! Given that characters gain a +1 to Strength for every 20% grown, and the maximum is 50%, a character can only gain +2 from this at maximum, not much at all. Worse, the character's weight increases dramatically...the situation may be that a character gets burdened by his own increased weight that he suffers severe encumberance penalties, not having increased enough strength to offset them.
* New Monsters: deadite guardian, deadite queen, deadite slavelord, deadite warrior, hellhound
More of those odd, lonely letters are in the boomarking for this section.
All of the new monsters you listed above have AC instead of Defense.
Maybe its me, but Deadite Queens don't seem to live up to their CR 13, since their only heavy attack is their Breath Weapon.
* Links: Updated DVD and game listings
Another of those odd, lonely letters in the link section of the bookmarking.
All that aside, its good to see an update for this! Keep up the great work!
