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Is this a +2 ECL template?
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<blockquote data-quote="Arkhandus" data-source="post: 3442542" data-attributes="member: 13966"><p>Hmm. Considering that in a D20 Modern game or similar, Strength is less important (given the abundance of guns and explosives, being more potent than D&D crossbows), I suppose the template may be adequate for +2 ECL (as opposed to being too potent for that).</p><p></p><p>Some clarifications or fixes need to be made to the text.</p><p></p><p>For one thing, you use the term Regeneration too much where it doesn't really apply; if anything it should be called Fast Healing or something similar, like Accelerated Healing; Regeneration implies that the character only takes nonlethal damage from everything except certain energy types (and none are mentioned here), among other things.</p><p></p><p>The 'Regeneration' activated ability, anyhow, seems too strong; reduce the duration to 5 rounds maybe, or the healing to 1d4 points per round, or something. Tough Heroes have to spend an action point just to heal 1-6 HP once (by way of Second Wind, depending on their Constitution score), whereas this ability, even if the rolls are abysmal, does more healing at less cost (or at equal cost when used more than once a day).</p><p></p><p>Also, you say they become 'exhausted' but the effects you describe are for the 'fatigued' status; 'exhausted' status is much worse than a measly -2 Str/Dex and no running/charging.</p><p></p><p>The Super Speed ability is unclear; do they actually keep accumulating +15 ft. speed increases every round, until they're moving at a speed of +150 ft. by the 10th round? I sure as heck hope not. Don't say 'per round' if that's not what you mean. If you just meant they get +15 ft. added to their base speed for 10 rounds, then the ability's fine (albeit definitely superhuman).</p><p></p><p>The Initiative ability is also unclear; since it takes a move action to use any of these abilities, what effect does this have when activated, since they'd have already rolled initiative and started to take their turn in combat? Does it move their current initiative up by 4 points for the remainder of the combat (starting next round of course)?</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3442542, member: 13966"] Hmm. Considering that in a D20 Modern game or similar, Strength is less important (given the abundance of guns and explosives, being more potent than D&D crossbows), I suppose the template may be adequate for +2 ECL (as opposed to being too potent for that). Some clarifications or fixes need to be made to the text. For one thing, you use the term Regeneration too much where it doesn't really apply; if anything it should be called Fast Healing or something similar, like Accelerated Healing; Regeneration implies that the character only takes nonlethal damage from everything except certain energy types (and none are mentioned here), among other things. The 'Regeneration' activated ability, anyhow, seems too strong; reduce the duration to 5 rounds maybe, or the healing to 1d4 points per round, or something. Tough Heroes have to spend an action point just to heal 1-6 HP once (by way of Second Wind, depending on their Constitution score), whereas this ability, even if the rolls are abysmal, does more healing at less cost (or at equal cost when used more than once a day). Also, you say they become 'exhausted' but the effects you describe are for the 'fatigued' status; 'exhausted' status is much worse than a measly -2 Str/Dex and no running/charging. The Super Speed ability is unclear; do they actually keep accumulating +15 ft. speed increases every round, until they're moving at a speed of +150 ft. by the 10th round? I sure as heck hope not. Don't say 'per round' if that's not what you mean. If you just meant they get +15 ft. added to their base speed for 10 rounds, then the ability's fine (albeit definitely superhuman). The Initiative ability is also unclear; since it takes a move action to use any of these abilities, what effect does this have when activated, since they'd have already rolled initiative and started to take their turn in combat? Does it move their current initiative up by 4 points for the remainder of the combat (starting next round of course)? [/QUOTE]
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Is this a +2 ECL template?
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