Roudi
First Post
ACCELERATED
An accelerated creature is one who regularly imbibes lulaz, an addicting liquid drug that enhances one’s body. An accelerated creature moves faster and dodges quicker than a typical one of her type. However, lulaz exacts a terrible toll on the creature by speeding up its metabolism and rate of aging.
CREATING AN ACCELERATED
Accelerated is a template that is added to any living creature that imbibes lulaz once a day.
Size and Type: The creature’s size and type remains unchanged.
Speed: Increase the creature’s base land speed by 15ft.
Armor Class: The creature gains an inherent +4 dodge bonus to AC.
Attacks: The creature may make one extra attack each round at her highest base attack bonus when making a full attack action.
Special Attacks: An accelerated retains all the special attacks of the base creature and also gains the following special abilities.
Too Fast for Gravity (Ex): When running, an accelerated moves so fast that she can avoid sinking on semi-solid surfaces. An accelerated may make a full-round run action over surfaces like water or quicksand as if they were solid surfaces. If the accelerated stops running, this ability stops functioning and the character sinks as normal. The accelerated may also make part of a move action up a vertical surface, as per the Up the Walls psionic feat. This ability does not function in heavy armor or while encumbered.
Spell-like Abilities: An accelerated retains all the spell-like abilities of the base creature and gains the following special abilities.
Expeditious Retreat (Sp): 3/day, as the spell, except the duration is one minute per hit die.
Special Qualities: An accelerated retains all the special qualities of the base creature and also gains the following special qualities.
Lulaz Addiction (Ex): An accelerated character must consume lulaz every 24 hours. If she does not, she begins to experience withdrawal symptoms. After 24 hours without lulaz, the character loses all accelerated special abilities, spell-like abilities, and special qualities except for Lulaz Addiction. The creature’s Dexterity suffers a –8 penalty; all other abilities suffer a –2 penalty. The creature also suffers from uncontrollable shaking (-2 to attack rolls, AC, skill checks, and saves). For each full day spent in withdrawal, the creature must make a Fortitude save (DC 25) or suffer 2 points of Constitution drain. If a character manages to succeed at five consecutive Fortitude saves, then the addiction has been overcome: the creature’s ability scores return to normal, excepting any Constitution drain, and the creature loses the accelerated template. Consuming lulaz at any time during withdrawal immediately restores the accelerated’s abilities and ability scores to normal.
Blurred Motion (Su): Whenever an accelerated makes a run or full attack action, she acts as though under the effect of a blur spell (20% miss chance) until her next turn.
Fast Metabolism (Ex): An accelerated creature’s internal metabolism works twice as fast than a typical creature of its species. Consequentially, an accelerated must eat twice as much or twice as often. This also means that poisons and venoms work twice as fast on an accelerated. Whenever affected by a poison or venom, all related durations are halved. The increased metabolic action grants the accelerated creature a +4 inherent bonus to the accelerated’s Fortitude saves.
Live Fast Die Young (Ex): The strain put on the accelerated creature’s body by its addiction to lulaz and its various abilities leads the creature to lead a far shorter lifespan. Accelerated creatures only live for 1d4 years after they begin consuming lulaz. Once that time is up, they die as though they had died from natural causes.
Restless Body (Ex): An accelerated only needs 4 hours of rest a night. Accelerated spellcasters only require 4 hours of rest before being able to prepare or cast new spells for the day. However, an accelerated’s body will not willingly go to sleep. An accelerated must use alchemical or magical means of putting their bodies to sleep in order to rest at all. Also, accelerated creatures are adversely affected by remaining motionless for more than an hour. For each hour spent in a relatively inert state (aside from sleep), the accelerated suffers 1d4 points of nonlethal damage. The number of hours is cumulative in respect to the nonlethal damage dealt each hour; for example, if Jukk is inactive for two hours, he is dealt 1d4 after the first hour and 2d4 after the second hour. Because of the short durations of most sleep spells, and the fast metabolism which works through sleeping potions in half the time, most accelerated creatures suffer from fatigue and insomnia. Some are known to simply try and keep still for a while, letting their restless body knock itself out. An accelerated creature will only awake once all nonlethal damage has been healed or four hours has passed, whichever occurs first.
Fast Healing (Ex): An accelerated creature heals 1 hit point each round, as long as she has at least 1 hit point. This ability only restored lost hit points; it does not heal nonlethal damage.
Abilities: Increase from the base creature as follows: Dex +6
Skills: An accelerated creature retains all the skills of the base creature.
Feats: An accelerated gains the Lightning Reflexes and Run feats for free, assuming the base creature doesn’t already have them.
Challenge Rating: +2
Alignment: Any.
Level Adjustment: +4
An accelerated creature is one who regularly imbibes lulaz, an addicting liquid drug that enhances one’s body. An accelerated creature moves faster and dodges quicker than a typical one of her type. However, lulaz exacts a terrible toll on the creature by speeding up its metabolism and rate of aging.
CREATING AN ACCELERATED
Accelerated is a template that is added to any living creature that imbibes lulaz once a day.
Size and Type: The creature’s size and type remains unchanged.
Speed: Increase the creature’s base land speed by 15ft.
Armor Class: The creature gains an inherent +4 dodge bonus to AC.
Attacks: The creature may make one extra attack each round at her highest base attack bonus when making a full attack action.
Special Attacks: An accelerated retains all the special attacks of the base creature and also gains the following special abilities.
Too Fast for Gravity (Ex): When running, an accelerated moves so fast that she can avoid sinking on semi-solid surfaces. An accelerated may make a full-round run action over surfaces like water or quicksand as if they were solid surfaces. If the accelerated stops running, this ability stops functioning and the character sinks as normal. The accelerated may also make part of a move action up a vertical surface, as per the Up the Walls psionic feat. This ability does not function in heavy armor or while encumbered.
Spell-like Abilities: An accelerated retains all the spell-like abilities of the base creature and gains the following special abilities.
Expeditious Retreat (Sp): 3/day, as the spell, except the duration is one minute per hit die.
Special Qualities: An accelerated retains all the special qualities of the base creature and also gains the following special qualities.
Lulaz Addiction (Ex): An accelerated character must consume lulaz every 24 hours. If she does not, she begins to experience withdrawal symptoms. After 24 hours without lulaz, the character loses all accelerated special abilities, spell-like abilities, and special qualities except for Lulaz Addiction. The creature’s Dexterity suffers a –8 penalty; all other abilities suffer a –2 penalty. The creature also suffers from uncontrollable shaking (-2 to attack rolls, AC, skill checks, and saves). For each full day spent in withdrawal, the creature must make a Fortitude save (DC 25) or suffer 2 points of Constitution drain. If a character manages to succeed at five consecutive Fortitude saves, then the addiction has been overcome: the creature’s ability scores return to normal, excepting any Constitution drain, and the creature loses the accelerated template. Consuming lulaz at any time during withdrawal immediately restores the accelerated’s abilities and ability scores to normal.
Blurred Motion (Su): Whenever an accelerated makes a run or full attack action, she acts as though under the effect of a blur spell (20% miss chance) until her next turn.
Fast Metabolism (Ex): An accelerated creature’s internal metabolism works twice as fast than a typical creature of its species. Consequentially, an accelerated must eat twice as much or twice as often. This also means that poisons and venoms work twice as fast on an accelerated. Whenever affected by a poison or venom, all related durations are halved. The increased metabolic action grants the accelerated creature a +4 inherent bonus to the accelerated’s Fortitude saves.
Live Fast Die Young (Ex): The strain put on the accelerated creature’s body by its addiction to lulaz and its various abilities leads the creature to lead a far shorter lifespan. Accelerated creatures only live for 1d4 years after they begin consuming lulaz. Once that time is up, they die as though they had died from natural causes.
Restless Body (Ex): An accelerated only needs 4 hours of rest a night. Accelerated spellcasters only require 4 hours of rest before being able to prepare or cast new spells for the day. However, an accelerated’s body will not willingly go to sleep. An accelerated must use alchemical or magical means of putting their bodies to sleep in order to rest at all. Also, accelerated creatures are adversely affected by remaining motionless for more than an hour. For each hour spent in a relatively inert state (aside from sleep), the accelerated suffers 1d4 points of nonlethal damage. The number of hours is cumulative in respect to the nonlethal damage dealt each hour; for example, if Jukk is inactive for two hours, he is dealt 1d4 after the first hour and 2d4 after the second hour. Because of the short durations of most sleep spells, and the fast metabolism which works through sleeping potions in half the time, most accelerated creatures suffer from fatigue and insomnia. Some are known to simply try and keep still for a while, letting their restless body knock itself out. An accelerated creature will only awake once all nonlethal damage has been healed or four hours has passed, whichever occurs first.
Fast Healing (Ex): An accelerated creature heals 1 hit point each round, as long as she has at least 1 hit point. This ability only restored lost hit points; it does not heal nonlethal damage.
Abilities: Increase from the base creature as follows: Dex +6
Skills: An accelerated creature retains all the skills of the base creature.
Feats: An accelerated gains the Lightning Reflexes and Run feats for free, assuming the base creature doesn’t already have them.
Challenge Rating: +2
Alignment: Any.
Level Adjustment: +4
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