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Elements of Magic(R) and 4 Color To Fantasy
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<blockquote data-quote="Archus" data-source="post: 1928147" data-attributes="member: 25334"><p>I think the reason I thought she was less powerful was the difference between Activated and Enduring anima powers and taking an unlimited # of uses. Are Enduring powers permanent with no increase in MP cost but only effect the animist? So you only take unlimited uses on an activated power so you can use it as often as you want?</p><p></p><p></p><p></p><p>Well since I'm pretty sure I misread the new Zidi, they are pretty comparable. I think the old Zidi has a slight edge, but they are pretty close.</p><p></p><p>[Old Zidi Hero 8/Fighter 1]</p><ul> <li data-xf-list-type="ul">Darkvision</li> <li data-xf-list-type="ul">3 Feats</li> <li data-xf-list-type="ul">+4 Con</li> <li data-xf-list-type="ul">+6 Natural Armor</li> <li data-xf-list-type="ul">+8 Strength</li> <li data-xf-list-type="ul">+5 Will Save</li> <li data-xf-list-type="ul">DR 5/Iron</li> <li data-xf-list-type="ul">Mighty Lifting</li> <li data-xf-list-type="ul">Rage (+4 Str, +4 Con, +2 Wil, -2 AC)</li> <li data-xf-list-type="ul">6 Skill points</li> <li data-xf-list-type="ul">+6 Strength</li> <li data-xf-list-type="ul">+6 Lifting</li> <li data-xf-list-type="ul">Equivalent to +2 weapon</li> </ul><p></p><p>[New Zidi Anima 9/Fighter 4]</p><ul> <li data-xf-list-type="ul">+2 Attack, Damage, Checks, Saves, Skills, Calm fear</li> <li data-xf-list-type="ul">+30 Move</li> <li data-xf-list-type="ul">+4 AC Deflection</li> <li data-xf-list-type="ul">DR 5/cold iron</li> <li data-xf-list-type="ul">+3 enhancement saves</li> <li data-xf-list-type="ul">+6 Con</li> <li data-xf-list-type="ul">+10 Strength</li> </ul><p></p><p></p><p>I really like the Anima, it has inspired a great many ideas. This comes really close to having a class that can be used for characters becoming "monster" races more easily than Savage Species.</p><p></p><p>You could even take some of the ideas of gp for HP exchange in 4CtF and have people make sacrifices and perform rituals to gain power. Maybe the feat requiring at least one level of the Anima class, and half the HP awards in AP using the 4CtF tables.</p><p></p><p>The anima class is very, very, cool. Congrats Ryan. Had the new Zidi wanted skill bonuses, it would have been easy. </p><p></p><p>The only thing we don't have in EoMR is the ability to grant feats. I've thought that you could have Infuse grant feats at a rate of 1 per 2 MP, but you would have to fill in all prerequisites with magic as well. The required element could be based on element, if the feat mentions an attribute then elements that grant infuse bonuses to that attribute are required. If the feat doesn't mention an attribute use any mental element for mental feats, charisma elements for social feats, and physical ements for combat/physical feats.</p><p></p><p>Any thoughts on what the cost would be to make them abilities that can't be supressed with anti-magic? So they become a natural or extrordinary ability.</p></blockquote><p></p>
[QUOTE="Archus, post: 1928147, member: 25334"] I think the reason I thought she was less powerful was the difference between Activated and Enduring anima powers and taking an unlimited # of uses. Are Enduring powers permanent with no increase in MP cost but only effect the animist? So you only take unlimited uses on an activated power so you can use it as often as you want? Well since I'm pretty sure I misread the new Zidi, they are pretty comparable. I think the old Zidi has a slight edge, but they are pretty close. [Old Zidi Hero 8/Fighter 1] [list] [*]Darkvision [*]3 Feats [*]+4 Con [*]+6 Natural Armor [*]+8 Strength [*]+5 Will Save [*]DR 5/Iron [*]Mighty Lifting [*]Rage (+4 Str, +4 Con, +2 Wil, -2 AC) [*]6 Skill points [*]+6 Strength [*]+6 Lifting [*]Equivalent to +2 weapon [/list] [New Zidi Anima 9/Fighter 4] [list] [*]+2 Attack, Damage, Checks, Saves, Skills, Calm fear [*]+30 Move [*]+4 AC Deflection [*]DR 5/cold iron [*]+3 enhancement saves [*]+6 Con [*]+10 Strength [/list] I really like the Anima, it has inspired a great many ideas. This comes really close to having a class that can be used for characters becoming "monster" races more easily than Savage Species. You could even take some of the ideas of gp for HP exchange in 4CtF and have people make sacrifices and perform rituals to gain power. Maybe the feat requiring at least one level of the Anima class, and half the HP awards in AP using the 4CtF tables. The anima class is very, very, cool. Congrats Ryan. Had the new Zidi wanted skill bonuses, it would have been easy. The only thing we don't have in EoMR is the ability to grant feats. I've thought that you could have Infuse grant feats at a rate of 1 per 2 MP, but you would have to fill in all prerequisites with magic as well. The required element could be based on element, if the feat mentions an attribute then elements that grant infuse bonuses to that attribute are required. If the feat doesn't mention an attribute use any mental element for mental feats, charisma elements for social feats, and physical ements for combat/physical feats. Any thoughts on what the cost would be to make them abilities that can't be supressed with anti-magic? So they become a natural or extrordinary ability. [/QUOTE]
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