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Is this a +2 ECL template?
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<blockquote data-quote="molonel" data-source="post: 3445938" data-attributes="member: 10412"><p>Command Unit </p><p>Supersoldier template</p><p></p><p>DNA activation key - Silver vial, needle injection. Looks like mercury.</p><p></p><p>Bonus Feat: Endurance</p><p></p><p>Accelerated healing - Double the number of hit points regained each day, either resting or not resting. Character does not scar, even from extensive burning, and unless magically or technologically prevented from doing so, or dead, will eventually live through any wound that leaves vital organs and head intact. Limbs or organs cannot be regenerated, however, and ability damage heals at the normal rate.</p><p></p><p>+4 Str, +2 Con, +2 Cha</p><p>+10 movement</p><p></p><p>Once per day for free, the character may utilize one of these powers. After that, he or she must spend an action point to activate the powersy. After using powers three times per day, total, the character is Fatigued. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. </p><p></p><p>1. Accelerated healing - For 5 rounds, heal 1d4 hit points per round. This will alternately allow the supersoldier to set a broken bone instantly, or gain an additional saving throw against a poison or disease at a +2 instead of healing the hit point damage. The supersoldier must choose the effect when activating the power: heal, reset bone or disease/poison save.</p><p></p><p>2. Super speed - Gain +15' movement for 5 rounds. This stacks with the additional movement already gained from the template.</p><p></p><p>3. Add +4 to an initiative roll or reroll an intiative roll. This power can only be utilized once per combat encounter.</p></blockquote><p></p>
[QUOTE="molonel, post: 3445938, member: 10412"] Command Unit Supersoldier template DNA activation key - Silver vial, needle injection. Looks like mercury. Bonus Feat: Endurance Accelerated healing - Double the number of hit points regained each day, either resting or not resting. Character does not scar, even from extensive burning, and unless magically or technologically prevented from doing so, or dead, will eventually live through any wound that leaves vital organs and head intact. Limbs or organs cannot be regenerated, however, and ability damage heals at the normal rate. +4 Str, +2 Con, +2 Cha +10 movement Once per day for free, the character may utilize one of these powers. After that, he or she must spend an action point to activate the powersy. After using powers three times per day, total, the character is Fatigued. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. 1. Accelerated healing - For 5 rounds, heal 1d4 hit points per round. This will alternately allow the supersoldier to set a broken bone instantly, or gain an additional saving throw against a poison or disease at a +2 instead of healing the hit point damage. The supersoldier must choose the effect when activating the power: heal, reset bone or disease/poison save. 2. Super speed - Gain +15' movement for 5 rounds. This stacks with the additional movement already gained from the template. 3. Add +4 to an initiative roll or reroll an intiative roll. This power can only be utilized once per combat encounter. [/QUOTE]
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