Aspect Classes
Posted: Wed Nov 07, 2018 2:04 pm
EDIT: This is now a thread for all aspect casters, because there are more than one of them.
EDIT 2: And if you scroll down a few posts it also has a couple non-caster classes.
What are aspect classes?
Aspect classes are classes for 3.X that have fairly limited character creation options which makes them easy to create at high levels, have relatively few expendable resources which makes them easy to manage in large numbers, and have inexhaustible offense but limited healing and defense, which means fighting them is often terrifying but rarely frustrating. They're good for rapidly making NPCs with class levels.
They're also designed with the philosophy that at every single level you will get some awesome new power. Combined with their minimal level up options, this makes these classes fun to play and very difficult to fuck up, so they're ideal for people who don't want to sift through eighteen sourcebooks' worth of options to try and build a functional character. If you know someone who plays 5e and want to convert them to 3.X, give them an aspect class.
The "aspect" name is derived from their having a set of three "aspects," slightly different variations on the classes' theme, which you have to prioritize as a primary, secondary, and tertiary. Having separate aspects was important for nitty mechanical reasons that I can explain if someone really wants me to, but it's not actually a major feature of the classes. It only got into the name because I couldn't just call them "Necromancer" and "Elementalist" and stuff because those names were taken a million years ago.
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Aspect Elementalist
Aspect Necromancer
Aspect Beguiler
Aspect Artificer
I made a class. I can't be bothered to reformat it for the forum, but the doc has tables and everything. Nominally it goes to level 20, but right now it's basically over at level 11 and you should probably take a prestige class after that. I may or may not add in some more powers to get it up to level 15.
Related question: Does anyone know why it's impossible to create undead in a Tomb in the Tome of Necromancy? This class imports some of those mechanics and I'm not sure what I'd be breaking if I left that restriction out so that the necromancer can go ahead and use a tomb as a home base where they store raw materials and replace their destroyed minions.
EDIT 2: And if you scroll down a few posts it also has a couple non-caster classes.
What are aspect classes?
Aspect classes are classes for 3.X that have fairly limited character creation options which makes them easy to create at high levels, have relatively few expendable resources which makes them easy to manage in large numbers, and have inexhaustible offense but limited healing and defense, which means fighting them is often terrifying but rarely frustrating. They're good for rapidly making NPCs with class levels.
They're also designed with the philosophy that at every single level you will get some awesome new power. Combined with their minimal level up options, this makes these classes fun to play and very difficult to fuck up, so they're ideal for people who don't want to sift through eighteen sourcebooks' worth of options to try and build a functional character. If you know someone who plays 5e and want to convert them to 3.X, give them an aspect class.
The "aspect" name is derived from their having a set of three "aspects," slightly different variations on the classes' theme, which you have to prioritize as a primary, secondary, and tertiary. Having separate aspects was important for nitty mechanical reasons that I can explain if someone really wants me to, but it's not actually a major feature of the classes. It only got into the name because I couldn't just call them "Necromancer" and "Elementalist" and stuff because those names were taken a million years ago.
---
Aspect Elementalist
Aspect Necromancer
Aspect Beguiler
Aspect Artificer
I made a class. I can't be bothered to reformat it for the forum, but the doc has tables and everything. Nominally it goes to level 20, but right now it's basically over at level 11 and you should probably take a prestige class after that. I may or may not add in some more powers to get it up to level 15.
Related question: Does anyone know why it's impossible to create undead in a Tomb in the Tome of Necromancy? This class imports some of those mechanics and I'm not sure what I'd be breaking if I left that restriction out so that the necromancer can go ahead and use a tomb as a home base where they store raw materials and replace their destroyed minions.