To transform into a creature, you must roll a d10. On every number between 2-10, you transform into a creature from your playlist you specify. On a roll of 1 you transform into a creature from your playlist chosen by the DM. The following rules are applied upon transformation: -Your character gains the amount of temporary HP depicted in the creature's stat block. When you run out of HP granted this way, you revert back to your base form, retaining all HP you had before transforming. -Your Ability Scores, features, and traits are replaced by those of the creature, and you gain all of their abilities. Alternate sources of physical traits (such as a synthesist summoner's evolutions) still function. -Unless stated otherwise on the creature’s stat block, you retain your alignment, personality traits, and memories. -Your clothes and equipment merge with your new form, becoming clothing similar in appearance to what you were wearing, but in a style applicable to the creature’s anatomy and culture. The Omnitrix also appears visible somewhere on your body within a reachable distance of the creature’s limbs. -If you are already transformed at the start of combat, roll your timer dice and later your time out dice as normal. Transformations last for 3d6 rounds while in combat, and 20 minutes outside of combat. Once it ends you enter time out, you are not able to transform again for 1d8 rounds in combat and 10 minutes outside of combat. Transforming in this way is a full round action. DNA Scan: At the DM’s discretion new creatures can be added to the Playlist by scanning appropriate DNA As a Full-Round Action. Scanned transformations do not count against your total transformation slots. The DM cannot give you an amount of additional transformations that exceeds your Con Mod.