PDA

View Full Version : Template idea: Quickling creature



flamewolf393
2016-06-02, 09:57 AM
I have no idea what the +LA/CR for the template would be, but it is probably really high. I got this idea from the quickling creature in the 3rd book of the Drizzt trilogy.

Quickling creatures are rarely, if ever, naturally occurring. A quickling creature results from when a normal creature is exposed to an immensely powerful or chaotic timeline overlapping an otherwise normal timeline, resulting in an extreme acceleration of the creature's metabolism and speed.

Stat changes:
double speed of all movement modes
+4 dexterity
+4 reflex
+10 intiative
+4 dodge bonus to AC

Special:
Accelerated timeframe: A quickling creature is so vastly accelerated, it gets multiple rounds of action in a normal round. Every round, it gets an additional round of action at every -10 from its starting initiative score until this would cause a negative score. I.E. an initiative of 27 would grant a full round of action at 27, 17, and 7. Each of these rounds of action counts as a new round for the purposes of determining proc/duration of most internal effects such as poisons, bleed damage, fast healing, and single target mind affecting spells. External effects such as being on fire or swallowed whole are not accelerated this way. Creatures that are unused to the acceleration suffer from severe disorientation and must make a DC (10 + 5 per round of action take in a normal round) will save or be nauseated. Every two successful saves in a row cumulatively decreases the save DC by 2.

Accelerated movement: A quickling creature can make a 10' step instead of a 5' step. This stacks with normal means of increasing 5' step size.

Blurred movement: If a quickling makes any movement in a round other than a 5'/10' step, it gains concealment as per the Blur spell

Whining movement: The accelerated speed causes unusual friction with the air around the creature and causes it to emit a distinctive whining sound similar to a large misquito when it moves more than a 5'/10' step. This grants opposing creatures a +4 to listen checks made to hear the movement.

Fast speech: A quickling's thoughts and actions are sped up to the point even normal speech is difficult. A listening creature must make a DC 15 concentration check to understand the quickling. The quickling can make the same check to make itself slow down enough to be understood. This effects both verbal speech and telepathy.

Deadline
2016-06-02, 10:16 AM
Accelerated timeframe: A quickling creature is so vastly accelerated, it gets multiple rounds of action in a normal round. Every round, it gets an additional round of action at every -10 from its starting initiative score until this would cause a negative score. I.E. an initiative of 27 would grant a full round of action at 27, 17, and 7. Each of these rounds of action counts as a new round for the purposes of determining proc/duration of most internal effects such as poisons, bleed damage, fast healing, and single target mind affecting spells. External effects such as being on fire or swallowed whole are not accelerated this way. Creatures that are unused to the acceleration suffer from severe disorientation and must make a DC (10 + 5 per round of action take in a normal round) will save or be nauseated. Every two successful saves in a row cumulatively decreases the save DC by 2.

This is the problem ability, right here. There's no way it would be balanced for play.

There are a number of templates, creatures, and classes that do something similar:


Green Ronin Publishing's Advanced Beastiary has a Quickling template. Increased movement speed and permanent haste effect.
The Chronotryn gets extra actions.
I believe the Choker gets extra actions.
The Swiftblade prestige class gets some of these benefits.


And I'm sure there are more.

ExLibrisMortis
2016-06-02, 10:16 AM
It's strong, definitely. On the other hand, it's not stronger than about 4 of the base creature - you're getting three to five turns (representing initiative results from 20 to 49), but your hit point pool is not tripled, and you can still be beaten by other action economy breakers (celerity, synchronicity), and damage specialists who survive your inititial assault (or beat your initiative) can one-shot you.

Triple monster equivalent is about +3 CR, by the DMG guidelines. The higher speed, AC/saves, and blur add some CR as well, so I'd eyeball it at the CR of three CR +1 creatures, for a total of +4.

I should note it really depends on the initiative of the monster, as there are some creatures that might regularly get 2-3 turns before the party gets to act once. And I'd definitely call it LA: noyoucan'tplaythis, unless everyone in the party is getting the template.


@Deadline: Apart from those, there's the Thoon elder brain, Demogorgon, nilshai, some palindrome skeleton I can't remember the name of, and sharn (although technically it gets 3.0 haste, which would be an attack in 3.5, but the description says it usually casts two spells per round).

BearonVonMu
2016-06-02, 10:20 AM
This might be better served in the Home brew section of the forum.
That being said, I see one creature (with one creature's HP, stack of buffs/debuffs, one threatened space, etc.) taking the actions of two or three creatures (with four turns per initiative sequence easily doable).
Instead of modifying this creature's CR, you might be better off counting it as (Initative modifier/10, rounded up) creatures.
For LA, I think it would depend. If you are doing level adjustment with the silly high numbers that the base game uses, then it would likely be +5 or 6.
If you are using the lower level adjustment numbers that tend to be discussed or tossed around here (Dire_Stirge's level adjustment thread comes to mind), then +3 or 4 might be better.
I can see a primary caster doing horrifying things with this, but causing the five minute adventuring day to become one minute long.
I can see a precision damage character being lethal with this. Move, attack, full attack, move away before the enemy ever gets a turn.
As an alternate idea, offer this (maybe with one level adjustment) or Gestalt to the players.

Deadline
2016-06-02, 11:23 AM
@Deadline: Apart from those, there's the Thoon elder brain, Demogorgon, nilshai, some palindrome skeleton I can't remember the name of, and sharn (although technically it gets 3.0 haste, which would be an attack in 3.5, but the description says it usually casts two spells per round).

Ah yes, can't believe I forgot the Sharn, I even used it in an Iron Chef round (http://www.giantitp.com/forums/showsinglepost.php?p=16451172&postcount=269). The 3.5 updated stats for the Sharn (found on page 154-155 in the Anauroch The Empire of Shade book) give it 3 standard actions per round. It's absolutely silly. :smalltongue: