RangerWickett said:
Hmm. Any suggestions for pricing that, and where to put it in the spell lists?
I'd put them in the infuse lists. You use any elements listed for the feat prerequsites. If no attributes are listed use physical stat elements for combat and "physical" feats, charisma for social feats, and int or wiz for "mental feats".
As for cost, I'd have it be 2 MP per Feat. I like the stacking guidelines you mentioned.
RangerWickett said:
The anima was intended to be a magical class, so making the abilities extraordinary would require a bit of odd logic depending on the abilities. I mean, some things obviously wouldn't quite make sense, like extraordinary ability to teleport. But yeah, for the ability to ignore Spell Resistance and antimagic, I think doubling the cost is fair.
My intention was to only allow things that could be explained by natural ability to be taken as extraordinary. My other option was to use 4CtF as well, but remove some things from the list that I want to keep as Anima abilities only.
Any thought on using EoMR and 4CtF together? I still assert that in some ways the powers in 4CtF are better/cheaper than Anima abilites - since they default to being extraordinary abilites. Also some things are cheaper in scale. In one level you could get a +4 to Strength in 4CtF (6 Hero Points, min level 3) or +4 Strength in EoMR (4 AP, min level 4). The EoMR ability would be subseptable to anti-magic, but the power wouldn't be.
Here are a few ideas I've got on using EoMR and 4CtF:
- Drop the Anima Class and use 4CtF Hero class. But would they outclass the EoMR spellcasters? Might need to reduce number of hero points or increase some costs.
- Have both the Anima and Hero class, but remove some purely magical abilities from the power list.
- Could combine the two classes. Remove the "magical" abilities from the power list (like telepathy and such), but let Hero's buy 1 anima points for 2 hero points.
- Keep the Hero and Animist exactly as they are. I worry about the Hero outclassing the Animist.
- Allow an animist to make some abilities Extraordinary by paying twice the cost and not using 4CtF at all.
- Just use "normal" pc races but allow them to magically enhance themselves with anima powers and just abandon the idea of using the Hero class to build monster player races.
My main goal is to have some way for characters to "fairly" and "simply" make monster races. I could live with normal races being enhanced with magical abilities from the Anima class, but if it would balance I'd llike people to be able to make trolls with a uniform mechanic instead of having to make a special racial class each time.
I've looked at BESM d20 which would allow for such shenanigins, but they have far to many BESMisms for my taste. 4CtF keeps a little more compatability of terms in my opinion. I could just play Hero, but then I can't use all of the modules I have lying around and hero is a ton of math. I could use ECL and Racial levels, but then you have to make one for each race and it is really guesswork. I could use Mutants and Masterminds, but it isn't really compatable with d20 material either.
Sigh.
Any suggestions?
RangerWickett said:
For Transform, I think age changing would be too powerful, since people could make 90 year old PCs who spend 9 anima points to be adults, keeping all their mental bonuses and avoiding physical penalties. Cosmetic Change I guess would be fine, but I almost don't see the point in it. Size change might not be broken, but I didn't want to risk it, since increasing reach is always powerful for warrior characters.
Cosmetic change would be to look like someone else. But easily done with illusion.
I really don't mind players being unaging - since it won't really matter in the scope of my campaigns.
RangerWickett said:
Immunity to aging is something that plays almost no effect in a typical game, but it should be very difficult to achieve, for the sake of storytelling. Make it cost 25 MP. *shrug*
Which is why I'd price it cheap.
RangerWickett said:
Immunity to disease and poison would probably best be handled with some sort of permanent contingent cure disease or remove poison Heal effect.
Would it be allowable to take one of them as an Enduring anima ability?