I was thinking of a way (maybe not simpler) was to go through and create templates of various critters before hand, and attach them to spells. That way abilities that are transfered are already predefined before it happens in the game. Of course, that's not very exciting.
Idea one is to take the Ability Bonus from the animal/polymorph form and Ex abilities and just add them to the character. Hitpoints would not be recalculated from this, and poison/con damage would hit their hidden score. If you want, that actually even works without killing people to do their mental scores, too. However, this makes very strong critters and can kill characters since it's simple
My second idea for the stats was to add a percentage of the character's ability stat to the template. For the distance from 10 that the template is, the character gets to apply 10% less of their ability score. So at 10 they get 100%, but at 18 or 2 they only get 20% of their ability score. This represents a less linear score progression...Sparrow wrote:Speed: 10', 40' Fly
Size: Diminutive, Flying (+4 AC, +4 Hit, +4 Hide, -4 Grapple, x1/8 Capacity)
Size/Reach: 6" / None
Natural Weapons: Claw 1d2 + STR (Slicing)
Ability Scores: -5 Strength, -2 Constitution
Special Qualities:
Low-light Vision, Alertness, Weapon Finesse
No Fine Manipulators
So for the above sparrow, it would have 10% of the character's Strength, 100% of the character's dexterity, and 8 + 20% of their Constitution.
This is just to make templates with a simple rule of thumb.
-Crissa
