Animist (Gestalt)
Animist are completely dedicated to the veneration of Nature and protection of the Natural Order. They have been rewarded for their dedication with a tremendous ability to channel the Magic of the world itself.
Animists are fun to play because they are so good as what they do; any group of adventurers should be glad to have one in their company.
Cost Ability
55 Animi (Gestalt) Package
47 +2 Spell Levels (+30 Pool)
4 Nature Sight: Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4)
4 Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
110 Total Cost of Abilities
Value Disadvantages
0 None

+110

Total Cost of Package

Basic Package Deals
Animi (Gestalt)
The Animine Magic System is detailed here.
This Package Deal is for Animine using the Gestalt Model
Animi are powerful users of a form of Natural Magic called Animine. They have a potent connection to the natural world and can be suprisingly dangerous foes for those who seek to despoil or upset the balance of the Natural Order.
Animi are fun to play for those who enjoy representing protectors of nature.
Cost Ability
47 Prepared VPP (30 Pool)
5 Power Skill: Natural Faith (EGO) +1
2 WF: Animi Group (Staff-sling, Sickle, Scimitar)
1 Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*16.75 Higher Spell Level Pool: +15 Pool
10 Resolute: +5 EGO
20 Willfull: +10 EGO
4 Nature Sight: Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4)
4 Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
6 Area Knowledges (6 points worth)
5 Battle Trained: AF: Light Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
3 Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
8 Sylvan Tongue: Linguist; 7 points of Languages for woodland creatures, Only Usable While In Good Standing With Faith (can't be removed; -1/4)
6 Sylvan Anticharm: +15 Mental Defense; Only vs Woodland Creatures (-1 1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
15 Shapechange: Multiform (100 Character Points in the most expensive form) (x4 Number Of Forms), 3 Continuing Charges lasting 1 Hour each (+1/4) (37 Active Points); Extra Time Full Phase (-1/2), Delayed Phase (-1/4), Costs END Only To Change (4 END, -1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
-5 Social Limitation: Religion at Odds with Prevailing Attitudes (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with Despoilers of Nature (More Powerful, Group, Professional, Unaware, Punish)