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<blockquote data-quote="Nellisir" data-source="post: 4634159" data-attributes="member: 70"><p><strong>Classes & Aspects</strong></p><p></p><p>Classes provide the basic, default, round-to-round abilities, similar to Basic or AD&D classes, ie fighting ability, skill use, spells, or channelling divine power.</p><p></p><p>Aspects provide unique and individual abilities, ie rage, shapeshifting, fighting styles and maneuvers, metamagic, etc.</p><p></p><p>Abilities are divided into 3 groups: simple, complex, exotic. Characters gain a simple and complex ability at their first aspect level, an exotic ability at second level, a simple ability at 3rd, a complex ability at 4th, and a simple ability at 5th, for a total of 3 simple abilities, 2 complex abilities, and 1 exotic ability per aspect.</p><p></p><p>Simple abilities usually only benefit one type of roll, ie attack or damage or saves. They are usually constant or at-will.</p><p>Complex abilities can boost multiple rolls (attack and damage), and can generally be used once per encounter.</p><p>Exotic abilities are the defining feature of an aspect.</p><p></p><p>For organizational purposes, I've divided the abilities into strikes (attacks), stances (defense), expertise (skills), transformation (general physical), channel (channel divine energy), and arcana (magical ability).</p><p></p><p>Here's the dwarf aspect as an example. </p><p> <strong>Dwarf</strong></p><p></p><p> <strong>Ability Caps:</strong> Con +2, Intu +0 (<em>instead of ability score bonuses, abilities are capped at 1/2 level+1; non-human races have adjustments to the caps - this allows a dwarf, for instance, to have a higher Con than a human of the same level, but both have the same number of ability points</em>. <em>Intuition & Presence replace Wisdom & Charisma. </em>)</p><p></p><p> <strong>Saves:</strong> Fort +2, Will +1 (<em>Will is the Presence save; Wit is the Intuition save)</em></p><p></p><p> <strong>Proficiencies:</strong> Language (Dwarf); Craft (any one of the following: - ) or Profession (any one of the following: -); Basic Weapons; Dwarf Weapons; Light Armor </p><p> <strong>Skills:</strong> Armor (all), Disable Device, Intimidate, Knowledge, Perception, Survival, Weapon Groups </p><p> <strong><u>Aspect Features </u></strong></p><p> <strong>Simple: </strong>Darkvision (transformation) </p><p> Favored Foe (giant; orc) (strike) - grants focus bonus vs foe</p><p></p><p> Favored Terrain (underground or mountains) (stance) - grants focus bonus in terrain</p><p></p><p> Low-light Vision (transformation)</p><p></p><p> Sabotage (expertise) </p><p></p><p> Stability (stance)</p><p> Stonecunning (expertise)</p><p> <strong>Complex: </strong>Giantbane (stance/strike)</p><p> Speak with Stone (arcane)</p><p> Valor (channel)</p><p> <strong>Exotic: </strong> Eartharmor (stance)</p></blockquote><p></p>
[QUOTE="Nellisir, post: 4634159, member: 70"] [b]Classes & Aspects[/b] Classes provide the basic, default, round-to-round abilities, similar to Basic or AD&D classes, ie fighting ability, skill use, spells, or channelling divine power. Aspects provide unique and individual abilities, ie rage, shapeshifting, fighting styles and maneuvers, metamagic, etc. Abilities are divided into 3 groups: simple, complex, exotic. Characters gain a simple and complex ability at their first aspect level, an exotic ability at second level, a simple ability at 3rd, a complex ability at 4th, and a simple ability at 5th, for a total of 3 simple abilities, 2 complex abilities, and 1 exotic ability per aspect. Simple abilities usually only benefit one type of roll, ie attack or damage or saves. They are usually constant or at-will. Complex abilities can boost multiple rolls (attack and damage), and can generally be used once per encounter. Exotic abilities are the defining feature of an aspect. For organizational purposes, I've divided the abilities into strikes (attacks), stances (defense), expertise (skills), transformation (general physical), channel (channel divine energy), and arcana (magical ability). Here's the dwarf aspect as an example. [B]Dwarf[/B] [B]Ability Caps:[/B] Con +2, Intu +0 ([I]instead of ability score bonuses, abilities are capped at 1/2 level+1; non-human races have adjustments to the caps - this allows a dwarf, for instance, to have a higher Con than a human of the same level, but both have the same number of ability points[/I]. [I]Intuition & Presence replace Wisdom & Charisma. [/I]) [B]Saves:[/B] Fort +2, Will +1 ([I]Will is the Presence save; Wit is the Intuition save)[/I] [B]Proficiencies:[/B] Language (Dwarf); Craft (any one of the following: - ) or Profession (any one of the following: -); Basic Weapons; Dwarf Weapons; Light Armor [B]Skills:[/B] Armor (all), Disable Device, Intimidate, Knowledge, Perception, Survival, Weapon Groups [B][U]Aspect Features [/U][/B] [B]Simple: [/B]Darkvision (transformation) Favored Foe (giant; orc) (strike) - grants focus bonus vs foe Favored Terrain (underground or mountains) (stance) - grants focus bonus in terrain Low-light Vision (transformation) Sabotage (expertise) Stability (stance) Stonecunning (expertise) [B]Complex: [/B]Giantbane (stance/strike) Speak with Stone (arcane) Valor (channel) [B]Exotic: [/B] Eartharmor (stance) [/QUOTE]
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