Age of Adventure

Super Speed

Hit dice: 6

Super Speed 1

Skills increase: Acrobatics: 1, Exertion: 1, Stamina: 1

Specialisations increase: Movement: 1

Super Speed. This Creature gains 2 PP. It regains half of its PP at the end of each long rest. While it has at least 1 PP left it gets +1 m to all of its movement speeds. At the beginning of the turn it can spend 1 PP to have all of its movement speeds doubled until the end of turn.

Super Speed 2

Skills increase: Dodge: 1, Focus: 1, Sleight: 1

Super Speed. This Creature gains 4 PP. It regains half of its PP at the end of each long rest. While it has at least 1 PP left it gets +2 m to all of its movement speeds. At the beginning of the turn it can spend 1 PP to have all of its movement speeds doubled until the end of turn. If it does its Dodge Class is also doubled until the end of turn.

Super Speed 3

Requirements: Creature level: 6

Skills increase: Acrobatics: 1, Resilience: 1, Stamina: 1

Specialisations increase: Movement: 1

Faster than a Bullet. Whenever This Creature is declared target of ranged attack it can spend 1 PP. If it does the attack gains 2 levels of disadvantage.

Super Speed. This Creature gains 6 PP. It regains half of its PP at the end of each long rest. While it has at least 1 PP left it gets +3 m to all of its movement speeds. At the beginning of the turn it can spend 1 PP to have all of its movement speeds doubled until the end of turn. If it does its Dodge Class is also doubled until the end of turn.

Super Speed 4

Trait increase: AGI: 1

Faster than a Bullet. Whenever This Creature is declared target of ranged attack it can spend 1 PP. If it does the attack gains 2 levels of disadvantage.

Running Dodge. Whenever This Creature would take damage from a multi target attack or an ability with area effect, it can use 1 PP to gain resistance to that damage. If it does it can immediately move up to half of its movement speed as a free action.

Super Speed. This Creature gains 8 PP. It regains half of its PP at the end of each long rest. While it has at least 1 PP left it gets +4 m to all of its movement speeds. At the beginning of the turn it can spend 1 PP to have all of its movement speeds doubled until the end of turn. If it does its Dodge Class is also doubled until the end of turn.