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Keltarian
Junior Member
 
Join Date: Mar 2019
Location: Las Vegas
Posts: 5

Old March 25th, 2019, 03:37 PM
In the editor I created a custom Saiyan Race and need help creating the transformation. I'm new to this and have no programming skill, thus no idea How to make this work. What I'm asking for is (for lack of words) a road map of where I do what. Thanks in advance to any/all help.

Iv'e pasted below the full version as I don't want to leave out anything that may be important. I need to make all the following happen.

Alternate Form (Oozaru) acts as extended beast shape III (huge ape form only [keeps tail]; requires Saiyan to still have their tail intact, be it from birth or regrowth, looking directly at the full moon or spells that mimic Full-moonlight for 2 rounds) Lasts until daylight, spell elapsing, Knocked Unconscious, or Tail is removed. When the Saiyan takes on the Oozaru form, enters a frenzied rage (unless he has the Saiyan Elite feat). When the transformation begins, the Saiyan grows coarse hair all over their body, their mouth begins to stretch and become a small snout, their eyes become solid red, and they begin to take on the form of an Oozaru. All non-magical or specially designed articles of clothing rip and shred and are no longer usable. His size increases by two size categories as he transforms into a were-ape like creature covered in thick brown fur with a long snout with razor-sharp teeth and solid red eyes. An Oozaru's effective intelligence drops to 6 and he forgets his own identity, and becomes chaotic evil. Once per transformation the Saiyan may attempt at any point in the transformation to make a DC 25 Control Shape check to regain his senses and can distinguish friend from foe, however he retains his 6 Intelligence.

At the start of the transformation the Oozaru begins in a frenzied rage. While in this frenzy the Oozaru cannot use any Charisma, Dexterity or Intelligence based skills (except Intimidate), the Concentration skill or any ability that requires patience or concentration, nor can he cast spells, drink potions, activate magic items or read scrolls. He can use any feat he has except combat expertise, item creation or meta-magic feats. During this frenzy the Oozaru perceives every living creature to be an enemy and must attack the nearest creature (determined randomly if several potential foes are equidistant) at all times to the best of its ability and fight that opponent without regard to friendship, innocence or health (the targets or his own), unless someone makes a DC 20 Diplomacy check to the Oozaru, trying to calm him down (see the Oozaru Diplomacy chart below). If the check succeeds, the Saiyan regains control of their senses, but the player must still play the Oozaru at his appropriate Intelligence level; this Diplomacy check only allows the Oozaru the basic ability to be aimed and to remember and define people who are normally friend and foe. It does not raise his intelligence or awareness nor does this change his alignment. He’s still in a rage and still chaotic evil and still has impulses to kill / destroy everything around him. Should he run out of enemies before his transformation expires, and no successful Delomacy check, after 1d4 rounds after losing sight of their last opponent the Oozaru immediately goes into a berserker frenzy and goes on a destructive rampage, attacking any creature and destroying any structures in sight.(These restrictions do not apply if he has the Saiyan Elite feat).

When transformed, a Saiyan increases in size by two size categories, up to huge, causing his space and reach to become 15 ft. He gains +16 Strength, −4 Dexterity, and +8 Constitution, his Intelligence score becomes 6, he takes a −2 penalty on attack rolls and AC, and he gains damage reduction 10/silver. An Oozaru cannot benefit from any spell or ability that would increase his size.

Like with a barbarian rage, a Saiyan becomes exhausted after his transformation until he can gain 8 hours of sleep. A Saiyan can not use the Control Shape skill to transform voluntarily, and Saiyans have no animal form to transform into.

He gains two primary slam attacks dealing 1d8 + Strength damage, and a secondary bite attack for 1d8 + ½ Strength damage. The Oozaru also gains Scent and several special attacks as follows: Frightful Presence, Breath Weapon, Improved Grab, Constrict, and Rock Throwing, which are detailed below.

Frightful Presence: When a Oozaru roars or begins charging or attacking, all opponents within a 100-ft. radius of the Oozaru are subject to the effect to the Oozaru's frightful presence ability and must succeed on a Will save (DC = 10 + the Oozaru's HD + the Oozaru's Constitution modifier). Those that succeed are immune to that Oozaru's Frightful Presence for 24 hours. On a failure, creatures with less than 5 hit dice become panicked for 5d6 rounds, those with 6 to 19 hit dice become shaken for 5d6 rounds, and those with 20 or more hit dice are unaffected.

Breath Weapon: As a standard action, an Oozaru can breathe a 100-foot line of destructive ki energy that explodes on impact with any surface and deals 2d6 damage per hit dice of the Oozaru in a 20-foot radius of the impact square. Characters in the affected area can make a Reflex save for half damage (DC 10 + ½ the Oozaru's hit dice + the Oozaru's Constitution modifier). An Oozaru's breath weapon has a recharge time of 1d4 rounds.

Improved Grab: To use this ability, an Oozaru must first hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A grappled opponent is held in the Oozaru's hand like a toy, allowing the Oozaru to use its constrict attack.

Constrict: An Oozaru deals automatic slam damage with a successful grapple check on a held opponent.

Rock Throwing: In any rocky, canyon-like, or mountainous climate or any climate that might have large areas of rock or stone nearby, an Oozaru may choose to attempt to break off a chunk of stone that is approximately 60 to 80 pounds (a medium object) and hurl it an an opponent. The range increment is 120 feet and it must use both hands when throwing a rock. The thrown rock deals 10d6 damage to anything within 10 feet of the impact square, DC 15 Reflex save for half damage.
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Farling
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Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623

Old March 26th, 2019, 12:32 AM
For the transformation aspect you can check out the adjustment for various spells, like Elemental Form.

But trying to implement a full race is a lot of work.

Farling

Author of the Realm Works Import tool, Realm Works Output tool and Realm Works to Foundry module

Donations gratefully received via Patreon, Ko-Fi or Paypal
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