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Mjolnirh
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Join Date: Oct 2016
Posts: 37

Old November 5th, 2018, 06:15 AM
I am currently coding my solution to Druid wildshapes which will consist of all of the relevant beasts being listed under activated abilities. I am doing this by altering the archetypes as there is a difference between land and moon. this changes the following data on the character when activated:
Strength
Dexterity
Constitution
Hides all current weapons and adds natural attacks for current form
Adds specials according to form, keen hearing, smell etc.
hit points
size
speed and modes for movement ie. swimming, flying etc.
this adds the beast forms according to your current druid level as per the chart in the players handbook
I plan on adding all of the relevant beasts from:
Monster Manuel
WOTC supplements
Tome of beasts
Creature codex

I have the code worked out and have tested it with Rat and Mastif forms
all I have left to do is to code the other beast forms and bootstrap them.

if this is something the community is interested in, let me know where I can submit this to share with everyone
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dungeonguru
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Join Date: May 2016
Posts: 608

Old November 5th, 2018, 11:23 AM
I wouldn't mind seeing it.

I have a pair of adjustments (one normal, one for circle of the moon) that add a companion minion. The companion minion gizmo bootstraps a custom ability to fix the ability scores, proficiency bonus and skills. I just don't like how I had to do it.

Currently I have to maintain a set of extended tags to handle the 3 tiers of beasts:
  1. no flight, no swim
  2. no flight
  3. no restriction

I hate having to re-evaluate beasts and manually keep up with it, I'm hoping you've got some scripting that can figure out if a beast has flying or swimming and drops it from the companion list automagically?
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Mjolnirh
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Join Date: Oct 2016
Posts: 37

Old November 5th, 2018, 11:40 AM
druid as normal human


druid in fire beetle form

Last edited by Mjolnirh; November 5th, 2018 at 11:45 AM.
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Ambush
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Join Date: Dec 2008
Posts: 121

Old November 5th, 2018, 12:46 PM
Does this give you much over adding a Wildshape under the Gear tab? I guess it does keep your character list a little cleaner, but seems like a loooooooooot of work...
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Mjolnirh
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Join Date: Oct 2016
Posts: 37

Old November 5th, 2018, 01:03 PM
The Gear tab minion solution is great, however, I did not like all of the extra "minions/shapes" popping up in my tactical console combat screen. my solution is a little code intensive yes, however all I need do is active/deactivate an animal form and its all on one character.
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