Ah, thanks, that helped.
I have enough of the Nonogram to tell what the broken rule is and what the picture is but I'm actually still not sure it's 100% correct.
I am also completely lost on the bridges, I can't figure out if the rule is the number or the angle, and the fact that "The bridges only orthogonally" is not actually a full sentence and may or may not contradict the angle rule is messing me up further.
If two islands can be connected by two bridges, then this means that two bridges may be connected to each other at a 90° angle?
If the number rule is followed it can be one or two; if it's broken it can be more than two.
I'm having a little bit of trouble with the final solution for the word search, is
"Blue Water Spring" a phrase that I should recognize?
I also think I decoded all of Nurzark's errors but I can't quite make out what they're supposed to come out to... is it another anagam? EDIT: I had miscounted for one of them, I think I got it if it's OK for it to be more than one word..?
I have the cryptogram and crossword fully solved though.
That's also valid. I guess the hunter has more reason to invest in CON than the sage and elder do to invest a lot in CHA.
Yeah the abilities should be fine. I mostly want to be sure about the ability score mods (looks like +Dex +Wis -Cha but I am not sure)
Isabelle Lee wrote:
I totally get that and it's a cool idea, my main thought was actually for Monks who I don't think have a way to get it.
On another look, I think I was comparing it to Casmaron and Tian Xia, and also my expectation of it being a bit wider.
Also Casmaron is bigger than I expected.
The Gold Sovereign wrote:
...Huh, Arcadia's kinda tiny...
Yes, assuming you want ALL the add-ons and really want to avoid the faux-leather. This is one of my minor concerns.
Jason Nelson wrote:
Likewise, the Forest Kingdom Campaign Compendium is normally $30 but is only $25 if you purchase it as part of the GameOnTabletop Kingmaker project, plus you can then buy the hardback after the fact at half price (i.e., $25 plus shipping directly from Legendary Games).
The one for this funding project is just the 5E version of the existing pathfinder book that is available Or is the 5E version already available too?
Jeff Alvarez wrote:
The 16 page additions aren't somehow exclusive to the Ruler level, are they? Anyone who backs at General (or even less as long as it includes both PDFs) should still get those, right?
I mean that's still significantly inferior to any healing spell that's not two or three spell levels old, and it makes the "treat deadly wounds" version of the heal skill not COMPLETELY useless. I mean, it's fast enough to be usable in a pinch, and if your party is all the same level it's healing like, 2 HP per hit die plus your wisdom modifier, and that's only if you can make a 30 on your heal check.
I'm concerned by the fact that a lot of people have pretty contradictory desires, and also the fact that I had been considering what I would put in the core of an update of pathfinder and I doubt you'd come up with the same answers; most of my favorite classes (Oracle, Investigator, Kineticist, Occultist) and races (Changelings, Tengu, Skinwalkers, Aasimar) are non-core.
While building monsters differently than PCs could be OK, for NPCs to not be compatible is a big no-go for me; I really like the feature a lot of adventure paths have where there are NPCs that are pointed out as being possible cohorts or new player characters if a player's character dies or a new one wants to jump in (possibly temporarily).
I dunno, I have more thoughts about what stuff should be made accessible in what order, but that's what I can marshal right now (it's rather late).
Edit: I do also second concern with backgrounds; even things like the ones in Ultimate Campaign rarely even remotely approach the idea I have for a character, and I almost always approach my characters from a concept and origin first, before a lot of other stuff. No matter how broad the background ideas are, there are a lot of ideas that they won't cover. That said, breaking up what parts of a character come from their biological traits and which ones come from cultural traits is probably a good idea.
I'm curious if you could build a freeform shifter that would satisfy more people as an archetype or if you really have to tear stuff down.
Relatedly, a different ooze archetype using the new ooze form spells (which presumably were written by someone else and notes were not compared) with something like morphic weapons added could be cool too.
Actually, as forest centaurs, horses aren't that much forest animals compared to deer and stuff. My initial mental image when I heard of them was more like a halfling with a deer lower half. Horse is fine, just mentioning since I had thought about it and the differences in their capabilities came up.
Regarding my earlier comments on climbing, Quixote covered most of it - on a slope, hooves can work pretty well, especially if cloven, and the arms can be involved too; on a ladder, they might be able to use arms and one pair of legs, and for a vertical climb with a rope they can use the hooves to brace against a wall just fine. I feel like it's mostly just the "Climbing a vertical(ish) stone wall or cliff without rope, by handholds alone" and "Climbing a rope to the ceiling with no walls nearby" kinds of climbing that would be really terrible for them. Though they would probably have to do it differently than normal humanoids because of the differences in body plan.
...So I was misunderstanding how bracers of armor work. That is... kind of dumb, honestly. I guess mage armor or wild studded leather/leaf armor or hide armor (Darkleaf if necessary) might be better, at least in places where you can't houserule bracers working when polymorphed.
Mage Armor would probably be better than that if you have a reliable caster; it's very expensive to get +1 wild studded leather/leaf armor which is the same bonus as mage armor; Wild Darkleaf Hide is a little better but it depends on whether you're going for high dex for shifter's edge or what.
I just really prefer permanent bonuses so I don't have to constantly be recalculating my stats or taking time to buff.
EDIT: Also my alternate elemental associations is air with cold, water with acid, and electric with earth.
Third option: You have someone with mage armor in the party but they have an erratic schedule and might not be there every time.
SO this is perhaps a silly question since everyone's concerned with bigger issues than this, but what is best for a shifter's armoring? Bracers of Armor, or Wild Studded Leather, or some kind of heavier wild armor (Hide or stoneplate?), or nothing, just good dex and the wisdom bonus and save money?
Likewise, Amulet of Mighty Fists seems like an obvious choice to me since it benefits your claws and any natural weapons, but is it too expensive to be worth it?
or am I misunderstanding how wondrous items work in wild shape?
You can probably do everything in one if you want, but at minimum I think there could be archetype-type variations for a free shifter (Full Druid Wildshape but less specific buffs from the aspects), a Chimeric shifter (allows combining major forms and/or using animal or other traits while still in human form), and probably something else I'm forgetting?
This is pretty much how I had been running it, but I was hoping for official word.
Edit: Though of course in my specific case it's complicated by the father being a Werebear anyway...
So I missed it if the book covered it and it's one of the things I wanted to (kind of needed to) know - When a changeling has a child, is it always the father's race? Is there a chance of it being a changeling? Is it an appropriate half-breed based on the child's father and the changeling's father's race?
The one in the ACG is an update of the one in the APG, since the APG one was written when only witches and a few archetypes had a class feature called Hex and all hexes were from the witch list. Then the Shaman was introduced in the ACG and had a class feature called Hex that honestly has as much or more to do with oracle revelations as it does with witch hexes, and are linked to the Shaman's spirits (though they can take some witch hexes too I think). An update to the feat was needed to account for how shaman hexes and the process of selecting them are different from witch hexes.
That said, the PRD is basically a digital version of the books, so it will probably continue to have the original witch-based version of the feat in the APG section.
Sorry to ask about this more, but can I bother you guys about the animal used for the wereraptor/what its animal form ability scores would be and the way the ability scores were derived in hybrid form? I've run into trouble with this for other lycanthropes before but I'm particularly interested in this one. Normally I prefer lycanthropes/therianthropes to be kept to mammals, but this one is especially well handled (way better than the werebat, for example).
Edit: Also, Talon Attacks are usually with Feet, right?
Statblock thing I noticed question:
Regarding our Great Old One:
Atlach-Nacha's Web ranged attack is listed as doing "special/x3." I assume the Special is the usual web wrapping, which has a DC and HP in its special attacks, but I don't see any damage listed so I'm not exactly sure the x3 is for? Unless the webs have x3 HP on a crit?