What Level Adjustment would you give a template like this?

Post/Author/DateTimePost
#1

new_fashion_guy

Oct 17, 2008 12:31:27
Smasher

Super Strength(Ex): The character can add up to +10 to strength at any given time, but at the risk of becoming drained. For each round a character makes use of Strength about his/her actual score, the character must make a Fort Save Vs DC = 10 + points of Strength added. If the save is failed, the character takes 1 Con damage. For every 5 points by which the save is failed, the character takes an additional Con point of damage.

Invulnerable(Ex): The character is highly invulnerable to blunt objects, including bullets. The character has a DR of 10/Slashing or Piercing.

(I know bullets aren't really blunt, but I'm trying to mimic the Super hero archetype that bullets tend to bounce off of).
#2

Master_Vega

Oct 18, 2008 0:42:15
Check out the mutations in D20Future, particularly Inertial Barrier (I think) and Adrenaline Jolt. Those should at least give you something to work with.

Anyhow, super strength is hard to pin an LA on. It's very powerful, and considering the classes this would benefit most are Strong and other melee classes - which have a high fort save, and are likely to have high con - the downsides can be fairly easily avoided... especially if they take Great Fortitude, which would be worth taking for this ability. On the other hand, on the off chance that you do fail a fort save multiple times, it's going to suck.

Another option you could go with would be similar to the breath weapon the Half-dragon possesses, where you get to use your super strength a certain number of times a day, and must use an action point to activate it each additional time after you have run out of your daily uses?
I'd rate that ability as a simple +1 to LA depending on how many uses you get before you have to expend action points, maybe even just a portion of a +1 if it's only one use and combined with something small [perhaps rock-hard fists that simulate CMA, or act as natural weapons?).

Or you could go with something similar to rage.

If you really want to stick with your current method, I'm not sure how to rate the ability.

As for the DR ability, that'll stack at least a +1 onto the total LA.
#3

new_fashion_guy

Oct 18, 2008 9:21:18
If you really want to stick with your current method, I'm not sure how to rate the ability.

Basically, I want the possibility of super-human strength (even so, 28 is hardly unbelievable, maybe Spiderman level), but I didn't want to give it without some sort of downside. True, adding a feat and assigning a high stat to Con would make the penalty easier to avoid, but at that point you've burned a Feat to make the ability more reliable, which is one of the things Feats are meant to do.

Yes, this is fairly powerful, but considering the Fast Hero robot in the same campaign is like +10 to hit (at level 4) with a Plasma Cannon doing 3d10 damage at 1.5 X range, I didn't think adding +5 to melee hit and damage was all that unbalancing.

So, if you were statting this out with Adrenal Jolt instead of the ability as listed, what would you give the LA?
#4

Master_Vega

Oct 18, 2008 19:26:43
About +1.5, add a "racial" +2 to strength, maybe a skill bonus or two, and I think you'll be at a nice +2LA.

You might want to playtest it first, though.

Also, now that it's daytime (late afternoon, really), I can actually pin an approximate +1 on your original ability, making the total of your original template a +2.

I do like the idea of an action-point activated strength boost, though...
#5

new_fashion_guy

Oct 20, 2008 18:24:44
Great, thanks for all the help.