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.
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.