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#91
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Jul 19, 2024, 12:58 PM
CD4 Hak Update v4.03b3
.2da and class changes
- Champion's Valor icon changed
- Blackguard's Magic Weapon fixed to the correct spell
- Improved Invisibility added to assassin spellbook
- Fixed wrong feat number for Telepathic Gaze
- Fixed Diabolic Disciple abilities not being treated as hostile

.tlk
- Mercurial Longsword description updated
- Elven Chainmail description updated
- Improved Invisibility description updated
- Divine Wrath description updated

.hak
- Tweaked the animation of one of the tiefling tails
- Compiled VFX models that were uncompiled, this should help with FPS drops when a model has to be loaded in
#92
Player Announcements / Re: Quick Absence
Last post by lackofimagination - Jul 15, 2024, 09:37 PM
Have good vacations, you two!
#93
Player Announcements / Quick Absence
Last post by platinum01 - Jul 15, 2024, 08:28 PM
Hello CD,

Turtle and I are taking a mini vacation for family stuff. We'll be back the 20th.

Cheers,
Plat
#94
Player Announcements / Back in the saddle
Last post by The Graveman - Jul 15, 2024, 12:41 PM
Just posting here to say hello and to make sure this new forum account of mine was going to work. I'm mostly more active on the Discord nowadays.

Most of the old players would know me as Morticia Locard or my old main, Kevran the Tempus cleric.
#95
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Jul 15, 2024, 08:36 AM
CD Module v4.11f2
Areas/Monsters/Items
- NEW: The Brass Lamp (player business) has opened up in Sschindylryn - Central Markets.  Check it out! (Eidolon, Rykka)
- UPDATE: The ATAE story arc continues to affect the world, and more areas have been updated to reflect that.  Be on the look out... (Ray)
- Hag lair dungeon has been updated (Lady)
- Pirate dungeon has been updated (Lady)
- Boss of the Gallery dungeon has been updated (Lady)
- Asylum dungeon has been updated (Misty)
- Removal of the Adamantine Breastplate (T4) drop
- Mercurial Longsword now has a base damage dice of d8
- Added a check to the Subrace checker NPC (FireWraith)
- Fixed guards and purple dragon NPCs armors showing a belt (Vince)
- Bindpoint added to: Eilistrean Enclave, Harper base, The Veiled Secrets
- Lock removed from the Storm Horns' Duergar dungeon entrance
- The sword Moonblade of Eilistraee has been renamed to Lunar Blade of Eilistraee to prevent confusion

Scripts
- (Blackguard) Edits made to certain scripts to enable Blackguard spellbook and remove the SLAs from active characters
- (Assassin) Edits made to certain scripts to enable Assassin spellbook and remove the SLAs from active characters
- (Fighter) Now gains a bonus dodge AC. 1 at level 6, 2 at level 8, 3 at level 10, 4 at level 12. No relevel needed
- (Monk) Added a fix so that monk AC bonus gets automatically added at level 1 without the need for a rebuild
- (Green Knight) Cut the corruption: useable on gauntlets and now uses the same targeting as Keen Edge
- (Green Knight) Take Their Heads: useable on gauntlets and now uses the same targeting as Keen Edge
- (Demonic Servitor) DC to Enchantment and Conjuration now scales by +1 at level 12, 15 and 18
- (Demonic Servitor) AC changed to Shield and script changed so they keep the AC if using an offhand, as long as it isn't a shield
- DMs adding an epic spell to player characters will now add the feat at level 1 to prevent relevels from wiping the spells
- Added Hold Undead immunity to Bosses
- Fixes to deity/alignment checks for certain fringe combinations (Ray)
- /reportxp now shows how much XP you have earned in the current level.  Good for knowing if you have enough for epic spells (Ray)

Epic Feats, Spells, and Epic Spells

Devastating Critical
As was said when the feat was first changed, the damage was always an initial test and subject to further tweaking. After careful consideration and some math behind the scene, the damage bonus provided by the feat has been adjusted and will now vary depending on the weapon being two-handed or not as well as its base critical threat range. This is to bring the overall damage curve of these weapons into a closer average proximity with one another, rather than having any one be a clear outlier or 'better' than the others by a significant margin. Damage is as follows:
One-handed weapon:
18-20: 15
19-20: 25
20: 35

Two-handed weapon:
18-20: 25
19-20: 40
20: 50

Epic Mage Armor
The spell has been changed to take into account base casting ability modifier on top of the type of armor, to reward investment in a character's casting ability modifier, with a cap on the AC amount. This will slightly reduce the AC gain for hybrid fighting-casting or 'gish' characters, bringing the average AC closer in line to other martial classes, while keeping the same AC gain for pure casters and DC casters, smoothing the curve across those build types. The numbers are as follow:

Base Armor AC    Epic Mage Armor AC Bonus
0                +9 + Base Casting Stat Modifier (max of 7)
1                +8 + Base Casting Stat Modifier (max of 7)
2                +7 + Base Casting Stat Modifier (max of 7)
3                +6 + Base Casting Stat Modifier (max of 7)
4                +5 + Base Casting Stat Modifier (max of 7)
5                +4 + Base Casting Stat Modifier (max of 7)
6                +4 + Base Casting Stat Modifier (max of 7)
7                +4 + Base Casting Stat Modifier (max of 7)
8                +4 + Base Casting Stat Modifier (max of 7)
11                +4 + Base Casting Stat Modifier (max of 7)
NOTE: Mystic theurge level 10+ always gets the max AC for their armor type, as they're already forced into splitting stats.

Heroic Alliance
Attack bonus has been reduced to +3. Damage bonus has been changed to physical and reduced to +3.

Heroic Empowerment
Because most of this spell wound up not stacking with Heroic Alliance, the bonuses and benefits from this spell have been rolled into the Tenser's Transformation and Divine Power spells, respectively, to keep the average benefit the same and remove a 'necessary' epic spell choice/spent slot. The spell has been removed. The benefits were not translated 1:1 with the old spell, but the overall increase of both spells has been improved.

Characters who had the spell researched are eligible for a one time free replacement with an epic spell of their choice, or a gold and combat xp reimbursement. The feat will be automatically removed from characters at a later date.

Divine Power
Now provides a divine damage bonus equal to your base number of attacks per round once level 21+. Added to Druid spellbook as a 5th level spell. Epic casters of the appropriate class will benefit from that damage bonus even if they use the spell through an item.

Tenser's Transformation
Now provides a magic damage bonus equal to your base number of attacks per round once level 21+. Also provides a Dodge AC bonus equals to half your base number of attacks per round once level 21+, rounded down. Epic casters of the appropriate class will benefit from that damage and AC bonus even if they use the spell through an item.

Storm of Vengeance
Spell Damage scaling fixed so it doesn't benefit from double the scaling received by other spells

Blizzard
Spell Damage scaling fixed so it doesn't benefit from double the scaling received by other spells

Creeping Doom
Damage cap increased to 2000.

Flare
Light descriptor removed.

Improved Invisibility
Concealment bonus reduced to 10%. Now reapplies invisibility every 3 rounds until the spell expires or is dispelled.

Implosion
Now removes any temporary HP from a creature and deals 95% of its max HP in untyped damage on a failed save.
Death effect removed.

Spell damage scaling has been added/fixed for certain spells:
- Magic Missile
- Shadow Conjuration - Magic Missile
- Force Missile
- Isaac's Lesser Missile Storm
- Firebrand
- Ball Lightning
- Flame Arrow
- Combust's initial hit
- Melf's Acid Arrow's lingering damage
Damage added to missile spells is divided by the number of missiles.
#96
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Jul 15, 2024, 08:35 AM
CD4 Hak Update v4.03b2
.2da and class changes
Arcane Trickster:
- Added Great Intelligence, Great Charisma, and Epic Spell Penetration to the bonus feat list.

Assassin:
- Now has a spellbook. Assassin is an Int based spontaneous caster. __Assassin characters should request a relevel__ in order to be able to pick and choose their spells.
NOTE: DO NOT TAKE ASSASSIN ALONGSIDE WIZARD TO QUALIFY FOR ARCANE TRICKSTER. BAD THINGS WILL HAPPEN.

Blackguard:
- Now has a spellbook. Blackguard is a Charisma based caster. Blackguards do not need to relevel to get their spells.

Demonic Servitor:
- Great Charisma feat removed. The stat gain is now innate. Demonic Servitors with more than 4 levels in the class are required to relevel
- Added Telepathic Gaze feat at level 8. This is an RP ability allowing the use of telepathy with creatures if they make eye contact with the DeS

Eldritch Knight:
- Added Knowledge (History, Planar, Cormyr)

Paladin:
- Added cantrips:
Cure Minor Wounds
Light
Resistance
Virtue

Ranger:
- Added cantrips:
Cure Minor Wounds
Light
Resistance
Virtue

Sorcerer:
- Added Spell Penetration and Greater Spell Penetration as valid bonus feats

Domains:
- Drow Domain now correctly gives Elemental Weapon at level 2, not Darkfire.

Spells:
- Timestop targeting fixed for AI
- Relevant entries edited to add in spells to Assassin and Blackguard's spellbooks (Vince)
- Survival skill set to untrained.

Feats:
- Shape Mastery: 9th Circle spells requirement removed to prevent a bug preventing Sorcerer / PRCs from taking the feat
- Automatic Metamagic (All): 9th Circle spells requirement removed to prevent a bug preventing Sorcerer / PRCs from taking the feat
- Epic Spell Focus (All): 9th Circle spells requirement removed to prevent a bug preventing Sorcerer / PRCs from taking the feat
- Telepathic Gaze feat added

Armor:
- Elven Chain dex cap has been increased to 5.

.tlk
- Assassin, Blackguard, Paladin and Ranger class and spell level added to the relevant spell descriptions
- Assassin description updated
- Blackguard description updated
- Fighter description updated
- Epic Mage Armor description updated
- Divine Power description updated
- Heroic Alliance description updated
- Tenser's Transformation description updated
- Shape Mastery description updated
- Demonic Servitor description updated
- Eldritch Knight descriptin updated
- Creeping Doom description updated
- Flare description updated
- Telepathic Gaze description added
- Improved Invisibility description updated
- Shape Mastery, Epic Spell Focus, and Automatic Metamagic feat descriptions updated
#97
Player Announcements / Re: Blackheart Update - 2024
Last post by Blackheart - Jul 13, 2024, 07:45 PM
Blackheart Update - 2024 - Part 2

I'll go ahead and get the bad news out of the way: due to a change at my command, I'll no longer be able to run ToaFK as a server plot.

Bad news. I know. There's no easy way to say it. This has been a change that has been a few weeks in the making, and I'd hoped that the wind would blow a different way. Unfortunately, I'm not in control of my fate at my rank. The position I'm being switched to will be far more demanding of my time, and in a way that's difficult to predict. It'll make running a server plot impossible, even if I had 3x the volunteers.

For those that did volunteer to help me, I really do appreciate it. For those that were looking forward to the plot, I'm sorry.

As long as I hold this new position (which will likely be for the next year and a half) I'll be unable to run anything that's intricate or large-scale.

I may still do something what what I had approved in the future, be it as an actual server plot (when my schedule allows) or a couple of slow-burn smaller-scale adventures that eventually build into something bigger.

I will still be running the Storyteller to its completion to the best of my ability.

Thank you for understanding. I hope to still be able to see y'all in game on a decently frequent basis.

- Blackheart
#98
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Jul 06, 2024, 12:42 PM
CD4 Hak Update v4.03b1
.2da and class changes
- Six new skills added to skills.2da

Knowledge (Dalelands)
Knowledge (Dalelands) is a subset of the Knowledge Local skill, and represents study/knowledge of the Dalelands region, including the forests of the Cormanthor/Semberholme. Examples of topics related to this skill would be legends, personalities, inhabitants, laws and customs, traditions, and so forth.
This is purely a roleplaying skill, with no game mechanics benefits, though it may be used in the course of character interactions and quests at DM request or approval.

Knowledge (Underdark)
Knowledge (Underdark) is a subset of the Knowledge Local skill, and represents study/knowledge of the Underdark region, in particular the Underdark regions in the vicinity of Maerimydra and Sschindylryn, as well as those two cities. Examples of topics related to this skill would be legends, personalities, inhabitants, laws and customs, traditions, and so forth.
This is purely a roleplaying skill, with no game mechanics benefits, though it may be used in the course of character interactions and quests at DM request or approval.

Knowledge (History - Elves)
Knowledge (History - Elves) is a specific subset of the Knowledge History skill, and represents study of elven history and culture, from the earliest days of elven arrival on Faerun, through the early elven kingdoms, the Crown Wars, and such, as well as later kingdoms such as Cormanthyr, the Fall of Myth Drannor, and so forth.
This is purely a roleplaying skill, with no game mechanics benefits, though it may be used in the course of character interactions and quests at DM request or approval.

Knowledge (Engineering)

Knowledge (Engineering) includes a study of architecture and engineering, including buildings, bridges, fortifications, and such, as well as aspects of Dungeons and Dungeoneering.
This is purely a roleplaying skill, with no game mechanics benefits, though it may be used in the course of character interactions and quests at DM request or approval.

Profession
The Profession skill represents training in a livelihood or professional role, such as apothecary, cook, farmer, fisher, herbalist sailor, scribe, teamster, and so forth. When taking this skill, you must select a profession (which doesn't need to be among the examples, ask the staff if unsure about what you have in mind), which should be noted in your posted character biography and/or as an OOC note in your description.
This is purely a roleplaying skill, with no game mechanics benefits, though it may be used in the course of character interactions and quests at DM request or approval.
Note that This skill cannot be used to in place of, or to replace, an existing skill, e.g. you cannot take Profession Sage and use that to make a roll in a Knowledge skill you don't have.

Survival
The Survival skill is used to do things like follow tracks, hunt wild game, guide a group safely through various wilderness and wastelands, identify signs of wildlife and/or monsters living in an area, predict the weather, or avoid natural hazards (such as quicksand).
This is purely a roleplaying skill, with no game mechanics benefits, though it may be used in the course of character interactions and quests at DM request or approval.

- 12 new skill focus/epic skill focus feats added to feats.2da

Base Classes
Barbarian
- Added skills: Knowledge (Nature), Profession, Survival

Bard
- Added skills: Knowledge (Dales, Underdark, History - Elves, Engineering), Profession
- Lasting Inspiration is now available at Bard level 16. It still requires 24 Perform.

Cleric
- Added skills: Knowledge (History - Elves), Profession

Druid
- Added skills: Profession, Survival

Favored Soul
- Added skills: Knowledge (History - Elves), Profession

Fighter
- Added skills: Taunt, Knowledge (Engineering), Profession

Green Knight
- Added skills: Profession, Survival

Monk
- Added skills: Profession

Paladin
- Added skills: Knowledge (Engineering), Profession
- Now uses Charisma as its primary casting stat.
- Bonus feat at level 11 and 19
- Extra Turning, Spell Focus feats, Divine Might, and Divine Shield added to Bonus Feat list

Ranger
- Added skills: Profession, Survival
- Banes of Enemies is now available at ranger level 16. It still requires to be an epic character.

Rogue
- Added skills: Knowledge (Dales, Underdark, History - Elves, Engineering), Profession

Sorcerer
- Added skills: Knowledge (Dales, Underdark, History - Elves), Profession
- Now uses the same Spell Known progression table as Favored Soul, except for cantrips (7 known at level 20)
- Bonus feat progression changed as such: 5-10-15-20-23-25-29
- Bonus feat list updated accordingly (spell focuses, metamagic feats, etc)

Swordmage
- Added skills: Knowledge (History - Elves), Profession

Wizard
- Added skills: Knowledge (Dales, Underdark, History - Elves, Engineering), Profession
- Bonus feat progression changed as such: 5-10-13-16-19-21-23-25-29

Prestige Classes
Arcane Archer
- Added skills: Concentration, Discipline, Spellcraft, Knowledge (Arcana), Profession, Survival

Arcane Trickster
- Added skills: Parry, Knowledge (Dales, Underdark, History - Elves, Engineering), Profession

Arcane Warrior
- Added skills: Parry, Knowledge (Dales, Underdark, History - Elves, Engineering), Profession

Archmage
- Added skills: Knowledge (Dales, Underdark, History - Elves, Engineering), Profession

Assassin
- Added skills: Concentration, Parry, Knowledge (Underdark), Profession

Battlerager
- Added skills: Knowledge (Nature), Profession, Survival

Bladesinger
- Added skills: Knowledge (Nobles, Dales, History - Elves), Profession

Blackguard
- Added skills: Profession

Demonic Servitor (Formerly Thrall of Graz'zt/Demonic Thrall)
- Added skills: Knowledge (Dales, Underdark, Engineering), Profession

Diabolic Disciple (Formerly Disciple of Mephistopheles)
- Added skills: Parry, Bluff, Knowledge (Planes), Profession

Divine Champion
- Added skills: Concentration, Persuade, Taunt, Sense Motive, Knowledge (Engineering), Profession

Divine Disciple
- Added skills: Knowledge (History - Elves), Profession

Divine Seeker
- Added skills: Heal, Knowledge (Cormyr, Dales, Underdark, The Planes), Profession
- Now uses the 4/5 atk progression table

Divine Trickster
- Added skills: Parry, Knowledge (Dales, Underdark, History - Elves, Engineering), Profession

Doomguide
- Added skills: Lore, Parry, Profession
- Removal of the Great Fortitude feat prerequisite

Dragon Disciple
- Added skills: Profession

Dragonsong Lyricist
- Added skills: Parry, Spellcraft, Knowledge (History, History - Elves), Profession

Duelist
- Added skills: Concentration, Knowledge (Nobles), Profession

Eldritch Knight
- Added skills: Knowledge (Dales, Underdark, History - Elves, Engineering), Profession
- Devastating Critical removed from Epic Bonus Feat list
- Overhwelming Critical removed from Epic Bonus Feat list

Harper Agent
- Added skills: Knowledge (Dales, Underdark, History - Elves, Engineering), Profession, Survival
- Removal of the Iron Will feat prerequisite
- Skill requirement now: Knowledge (Dales), Knowledge (Underdark), or Knowledge (Cormyr) 4 ranks, Persuade 8 ranks, Sense Motive 2 ranks, Survival 2 ranks
- Now uses the 4/5 atk progression table

Harper Mage
- Added skills: Intimidate, Ride, Knowledge (Dales, Underdark, History - Elves, Engineering), Profession, Survival
- Removal of the Extend Spell feat prerequisite
- Skill requirement now: Concentration 4 ranks, Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks, Sense Motive 2 ranks

Harper Priest(ess)
- Added skills: Disable Trap, Parry, Taunt, Intimidate, Ride, Knowledge (Dales, Underdark, History - Elves, Engineering), Profession, Survival
- Removal of the Iron Will feat prerequisite
- Skill requirement now: Persuade 4 ranks, Knowledge (Religion) or Knowledge (Nature) 8 ranks, Spellcraft 8 ranks

Heartwarder
- Added skills: Profession

Heirophant
- Added skills: Sense Motive, Knowledge (History - Elves), Profession

Hospitaler
- Added skills: Parry, Profession
- Now only gets a bonus feat at level 5. Epic bonus feats remain unchanged.

Invisible Blade
- Added skills: Concentration, Discipline, Profession

Knight Errant (Formerly Purple Dragon Knight)
- Added skills: Knowledge (Dales, Underdark, Engineering), Profession

Mystic Theurge
- Added skills: Craft Weapon, Craft Armor, Knowledge (History, Planes, History - Elves), Profession

Palemaster
- Added skills: Profession

Red Wizard of Thay
- Added skills: Heal, Knowledge (Dales, Underdark, Engineering), Profession

Shadow Adept
- Added skills: Bluff, Knowledge (Dales, Underdark, History - Elves, Engineering), Profession

Shadowdancer
- Added skills: Disable Trap, Open Lock, Parry, Set Trap, Craft Trap, Perform, Profession, Use Magic Device

Shifter
- Added skills: Parry, Knowledge (Religion, Planes), Profession, Survival

Silverstar of Selune
- Added skills: Knowledge (Dales, Underdark), Profession

Tempest
- Added skills: Profession

Unyielding Defender
- Added skills: Knowledge (Engineering), Taunt, Intimidate, Profession

War Wizard
- Added skills: Knowledge (Dales, Underdark, History - Elves, Engineering), Profession

Weaponmaster
- Added skills: Concentration, Craft Armor, Craft Weapon, Profession

Windwalker
- Added skills: Craft Armor, Craft Weapon, Knowledge (Cormyr, Planes, Dales, Underdark), Profession
- Removal of the Alertness feat prerequisite (that one never existed, but the .tlk, wiki, and forum have been updated)

.tlk
- .tlk entries added for the new skills and their respective skill focus feats
- .tlk entries for each classes updated with their new skills and feat or prerequisite changes
#99
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Jul 06, 2024, 12:41 PM
CD Module v4.11f1
Areas/Monsters/Items
- Removal of the DMFI wand skill diceroll dialogue
- Hezrou Summon now has stun on-hit instead of Vorpal
- Fixed a typo in the dialogue from Kristy Mirndon in the Seraph

Dungeons
- Eagle Peak exterior + shrine interior update (Lady)
- Hag lair dungeon added for testing (Lady)
- Pirate dungeon tweaked some more (Lady)
- Strange lights and sounds have been noticed from a long-missing artist's manor not far from Ashabenford.
    T6 Dungeon, The Abandoned Gallery has been added! (Courtesy Lady/Edge)

- Rumors spread of disappearances and strange happenings within the forests around the Moonsea Ride, not too far from the Abby of the Golden Sheaf. Odd lights and sounds seem to be haunting the woods, and multiple groups of adventures sent to investigate have never returned.
    T6 Dungeon, The Seven Oaks Abandoned Asylum has been added! (Revamp and upgrade to T6 courtesy of Misty. Original dungeon by Terallis!)

Player homes
- The shop in Rook's Castle has been resupplied and is officially open for business (several bug fixes - Koffie)
- The Royal Forest and Housing Authority has evicted an adventurer for illegally taking up residence in the King's Forest.  The home has been spirited away to another location and all memory of it being in the King's Forest has been erased.  Indeed a worthwhile use of War Wizard resources. (Ray)

Scripts
Bugfix/Spring cleanup
- Removal of the DMFI wand skill diceroll scripts
- Increased the delay in a script in the hope of preventing werecreature PCs from showing up as naked once returning to their normal form
- Knowledge skills now all require training (i.e. 1 point) to be rolled
- Persuade dicerolls will now display as Persuade/Diplomacy, like they do on the character sheet
- (Shadow Adept) Greater Shadow Shield is now listed in the buff NUI
- (Heirophant) Divine Spell Power now gives +2 DC and +2 SR piercing, like its arcane counterpart
- (Demonic Servitor) DC bonus to spells now also affects Conjuration Focus.

- These abilities are now subject to Wild (unless noted below)/Dead Magic zones: Lay on Hand, Wholeness of Body, Shifter's Kobold/Spectre invisibility SLA, Drow's Darkness SLA, Blast Infidel, Arcane Fire, Windwalker's Windsong, Divine Champion's Divine Wrath
- Wild Magic code changed to not cause surges on the use of Supernatural abilities (Su):  Blast infidel, Arcane Fire, Dragonsong, Wildshape, Knight's Errant Fear Cry,  Windwalker's Windsong, Silverstar's Moon's Hand, Shadow Adept Shadow Shield, Doomguide's Bond of Fatal Touch, Shadowdancer's Summon Shadow, Divine Wrath, Lay on Hand, Wholeness of Body

New stuff!
- Six new skills added to the NUI help menu
- Six new skills added to the diceroll chat commands: /knowdales, /knowunderdark, /knowelves, /knowengineer, /profession, /survival
- Added /setprofession to set your profession. The chosen profession will show on your character sheet and in dicerolls, but cannot be changed past level 12 without the help of a DM. You need ranks in the profession skill to choose a profession
- Added layside2 as a Rest Animation setting
#100
Suggestions & Ideas / Lycanthrope Animal Form Correc...
Last post by Terallis - Jul 05, 2024, 09:23 PM
I had posted this up in the forum update requests area, but thought I should more properly put this up in here as well.

I think I may have posted about this some time in the past, before my hiatus, but can't fully remember. With that said, I wanted to mention that the Lycanthrope animal forms don't get any of the same stuff as the hybrid form does, even though they're meant to, in PnP. Through both the specific lycanthrope type charts for monsters, as well as the section on Lycanthropes As Characters, it shows that both hybrid and animal forms are meant to get the same benefits as each other.

So this post is meant as a suggestion to potentially add those benefits back in for the animal forms. I know prior to their change a couple years back, it worked just fine like this, but after some of the changes, animal form lost all of its actual benefits, per PnP.

Here are a couple shots of the information in question: