<thing id="srSUCShatr" name="The Shattered" description="You are a monstrosity. Your form consist of multiple other Gem fragments. Your Gem was shattered like the rest of them, but you came out with enough structure to maintain your higher functions, but without the body structure needed to function, instead as you were grouped with other fragments you started to take form. You now control the defuncted shards as a part of you. Attempting to control all these fragments slows down your processing power and makes you bulky." compset="SubRace" uniqueness="unique">
<fieldval field="rSpeed" value="25"/>
<usesource source="SU_5eCS"/>
<tag group="ClVaryName" tag="AppParen" name="Append (in Parentheses)" abbrev="Append (in Parentheses)"/>
<tag group="Helper" tag="ManyLegs"/>
<tag group="SubRace" tag="rSUGem" name="Gem" abbrev="Gem"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="Language" tag="lSUGem"/>
<tag group="RaceSize" tag="Large1"/>
<tag group="AlgnForbid" tag="Lawful"/>
<tag group="AlgnForbid" tag="Good"/>
<tag group="Helper" tag="NotHum"/>
<bootstrap thing="xSwim">
<autotag group="Value" tag="15"/>
</bootstrap>
<bootstrap thing="wFist">
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wDieSize" value="4"/>
<assignval field="sbName" value="Fist x4"/>
<assignval field="livename" value="MultiAttack Fist x4"/>
</bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="raSUCShatA"></bootstrap>
<bootstrap thing="wHeadButt">
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wDieSize" value="12"/>
</bootstrap>
<bootstrap thing="spSUCShatR">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
<bootstrap thing="tpMonstros"></bootstrap>
<bootstrap thing="raSUCMulAr"></bootstrap>
<bootstrap thing="sShattered"></bootstrap>
<eval phase="First">hero.child[rSUGem].field[rWeightMin].value -= 1</eval>
</thing>
<thing id="raSUCShatA" name="+6 to Str and Con, -6 to Dex,Int,Wis,Cha" description="Grants a +6 bonus to Strength and Constitution.\nBestows a -6 penalty to Dexterity, Intelligence, Wisdom, and Charisma." compset="RaceSpec">
<fieldval field="abValue" value="6"/>
<usesource source="DMM"/>
<tag group="ChooseSrc1" tag="Hero" name="All Picks on Hero" abbrev="All Picks on Hero"/>
<tag group="Custom" tag="AbilScore" name="AbilScore" abbrev="AbilScore"/>
<tag group="RaceSort" tag="Attribute" name="Attribute" abbrev="Attribute"/>
<eval phase="PreAttr" priority="5000"><![CDATA[
~if we've been replaced, get out now
doneif (tagis[Helper.SpcReplace] <> 0)
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
hero.child[aSTR].field[aStartMod].value += field[abValue].value
hero.child[aSTR].field[aMaxValue].value += field[abValue].value
hero.child[aCON].field[aStartMod].value += field[abValue].value
hero.child[aCON].field[aMaxValue].value += field[abValue].value
hero.child[aDEX].field[aStartMod].value -= field[abValue].value
hero.child[aDEX].field[aMaxValue].value -= field[abValue].value
hero.child[aINT].field[aStartMod].value -= field[abValue].value
hero.child[aINT].field[aMaxValue].value -= field[abValue].value
hero.child[aWIS].field[aStartMod].value -= field[abValue].value
hero.child[aWIS].field[aMaxValue].value -= field[abValue].value
hero.child[aCHA].field[aStartMod].value -= field[abValue].value
hero.child[aCHA].field[aMaxValue].value -= field[abValue].value]]></eval>
</thing>
<thing id="spSUCShatR" name="Energy Adaptation" description="As an bonus action, you give yourself {b}resistance{/b} to acid, cold, fire, or lightning (your choice), which the choice lasts until you are hit with a different type of energy damage, which from then on you have that energy resistance, until hit with another energy type." compset="Spell" summary="You gain resistance to energy of choice">
<fieldval field="sRange" value="Self"/>
<fieldval field="sDuration" value="1 round/lvl"/>
<usesource source="DMM"/>
<usesource source="SU_5eCS"/>
<tag group="sRange" tag="Personal" name="Personal" abbrev="Personal"/>
<tag group="sCastTime" tag="BonusAct1"/>
<tag group="sLevel" tag="1" name="1" abbrev="1"/>
</thing>
<thing id="raSUCMulAr" name="Multi-Armed" description="{b}Benefit{/b}: Members of this subrace possess four or more arms, but may only use 4 at a time. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands." compset="RaceSpec">
<usesource source="DMM"/>
<tag group="Helper" tag="SpecUp" name="SpecUp" abbrev="SpecUp"/>
<tag group="AbilType" tag="Extra" name="Extraordinary Ability" abbrev=" (Ex)"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~if we've been replaced, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
herofield[tNumHands].value += 2]]></eval>
</thing>