The Aspect (PFRPG) PDF

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Empowered by the spark of divinity, Aspects serve as the mortal voice and embodiment of a divine being. Greater than a Cleric, an aspect is a living piece of their god, walking the line between mortal and deity like never before.

This 20-level base class takes the powers of Pathfinder deities and puts them into the hands of the players, allowing them to command divine servants, possess a portfolio, answer prayers, even organize a religion and empower clerics, all from the bottom of the dungeon.

The final installment of the Summer Class Blitz, this fully-linked PDF adds a new dynamic to the divine character, and will be a welcome addition for any player who's ever wanted to be a god.

(While usable alone, this product is designed to work with Pathfinder Roleplaying Game: Ultimate Campaign, and makes occasional reference to mechanics contained therein.)

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This pdf is 17 pages long, 1 page front cover, 2 pages editorial, 1 page SRD, leaving us with 13 pages of content, so let's take a look, shall we?

After a well-written page of prose, we delve into the mechanics of the aspect - direct servants of their deities and outsider lords. Aspects need to be within one step of their patron's alignment on one axis, get d8, 2+Int skills per level, proficiency with light and medium armor and shields as well as simple weapons and his deity's favored weapon. The class gets good will-saves, 3/4 BAB-progression and spontaneous spellcasting of up to 9th spell level via cha, which they also use in lieu of wis to determine their effective cleric level. Aspects begin the game with 3 domains , which double as the spells s/he knows. At 5th and 11th level, aspects gain access to a forth and fifth's domain's spells respectively, but not their powers. Only two of the starting domains need to be taken from the patron deity's portfolio - all further domains are free and represent an aspect's own growth/ideology.

At first level, Aspects may choose a favored weapon, with which they get exotic weapon proficiency or alternatively, improved unarmed strike. 1/day for a minute as a standard action (+1 time at 5th level +1 for every 4 levels after that) - while in this aspect-form, you are considered a native outsider and get a +1 sacred/or profane bonus to atk, damage, saves, AC and ability and skill-checks. These bonuses also scale up to +5 at 17th level. Aspects also form a godly bond which takes one of two forms -one would be the godly icon. As long as the aspect is in possession of said items/he can cast +1 spell of every spell level per day. Apart from the level restriction, which still applies, the aspect is furthermore treated as having the appropriate item creation feats for the purpose of enchanting said icon. The second option would be the divine companion, but more on that later.

Starting at 3rd level, aspects may grant 1 endowment, + an additional one at 8th level and a 3rd one at level 15. These endowments grant the aspect the power to PERMANENTLY enhance his allies: Either with a +2 bonus to an attribute, +1 to all saves, +2 to AC, make a creature an aligned subtype or net +1 to the blessed creature's caster level. These endowments may be withdrawn as free actions - the only limit being the number of endowments that can be active at one point. Due to bonus types, stacking them does not work. And... you'd expect an overpowered- rant now, but I actually really like this ability - it is powerful, but limited and feels unique in both mechanics and execution. While personally, I would have loved a limit on the amount of times per day the endowments can be relocated, I think this might still be considered balanced, if on the upper end of the power-scale.

At 3rd level and every 4 levels after that, aspects may also gain a divine boon, essentially this classes talents - over 30 of them are provided to choose from. Beyond boons like some spells added to the spell list, vision 1/week, channeling energy, access to orisons, getting access to the domain powers for a domain you have (relevant for the 5th and 11th level domain) - you get the idea. Most of the different boons deal directly with the aspect-form of the class, adding additional effects when going into aspect form: You might e.g. opt to grow natural claws when in aspect form, emit a frightening aura, become large (and even huge) or diminutive, extend the duration of your aspect-form, enhance your caster level by +2 or net allies bonuses to will-saves when in aspect-form or add elemental damage to your natural attacks/weapon attacks. Now while I like these options, they also mean that aspects are all about the nova - you have this immensely cool beast of a character for a couple of rounds - and the rest of the adventuring day, you're a bit mundane. Personally, I'm not a fan of nova-characters that are, per design of their class, geared to such a behavior. Another issue would be the boon Extra Endowment - it nets you +1 endowment to use on your allies. And can be taken multiple times. Where the basic endowment-system barely scraped by my OP-meter, this one is simply too strong, expanding the use of endowments and also somewhat cheapening their effect as a distinct class feature.

Starting at 7th level, an aspect becomes a paragon, which entails two choices: Number one would be to gain the ability to inspire allies 1/day as an immediate action, allowing for the reroll of any d20. The second one nets you the leadership feat and gets a bonus to the leadership score whenever s7he builds a place of worship - nice nod towards the Ultimate Campaign-rules. Where this becomes a tad bit problematic is with the other part of this level 7 ability - you can now grant spells to clerics. As a LEVEL 7 ASPECT. If you can't see how that will run amok within the internal consistency of your campaign world, let me spell it out: Beyond the extreme possible fragmentation of theologies, the result would mean that deities, if they did not want their portfolios usurped, had to quash those guys - fast. Beyond that, an internal inconsistency also makes this absurd - so an aspect is only level 7, but can grant 9th level spells?? Where's the scaling/ tradition of power-gain between demi-gods and full-fledged divinities? The idea may be cool, but its implementation is problematic at best.

Less problematic and rather cool is the later ability to get one's own private demi-plane - on a permanent basis. What's really problematic in my opinion - 1/day plane shift into said demi-plane, with the only restriction being that the aspect has to return to the place s/he escaped from upon leaving the demi-plane. While rather powerful at 11th level, I can still see that one work. The high-level powers further expand and become full-blown outsider. Honestly, in spite of the classes relatively early abilities to become deity-like, the final capstone rather underwhelmed me.

Now, I've mentioned divine companions: These get up to 15 HD, 8 feats, 60 skill points, a max # of attacks up to 7 and up to 26 evolution points as well as two good saves and one bad one. They may also share spells, gain empathic/telepathic links etc., but are overall not as powerful as eidolons. Being intelligent, though, and available as an additional class feature, they still blast the Aspect further off the balance-scale.

We also get a new feat for an extra boon and an archetype with a fixed icon at first level, a divine companion at 2nd level and a boon at 3rd level and every three levels after that - being EVEN MORE POWERFUL. WHAT? Seriously? How can anyone look at the class and say: "This is not strong enough, let's make an archetype that sacrifices nothing and is even more op?" Oo

The pdf concludes with some basic advice on integrating aspects into your game world - the thing is: They stipulate premises like the law of petition, which may or may not hold true for your setting - plus, the shoehorned example on how deities can grant spells they don't know feels lazy and does not answer questions, just pose more of them.


Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to a gorgeous 2-column full-color standard with thematically-fitting, neat artworks and the pdf comes fully bookmarked and hyperlinked and in 3 versions - the regular one, one without and one that is more printer-friendly.

I like the idea of this class. I really, really do. I LOATHE the execution. This class is broken for all but the highest of power-levels. First of all, we get a spontaneous casting-class with a limited spell-list, yes, but also 3/4 BAB-progression PLUS the powerful aspect-nova-aura. While I don't particularly appreciate the focus on aspect-form's nova-like design, I wouldn't complain about that one. Neither about the endowment option, which is a unique and interesting mechanic. What I do complain about, is that they all add up. Full divine spellcasting (+channel via boon) - that are TWO powerful class options. Then we add 3/4 BAB-progression - plus a moderately powerful one. And then things get broken. Hardcore. The Divine Companion is one of the worst damn broken pieces of crunch I've seen in quite a while. Bear in mind the permanent bonuses by endowments (which can be circled around at will), the aspect-form - and then ADD essentially an eidolon-like companion - stronger than an animal companion, with shared spells and evasion. That's the ONE DEFINING POWERCOMPONENT of the summoner-class - and the aspect gets it as a BONUS. AS A BONUS. In addition to 3/4 BAB, spellcasting of up to 9th level (weep, puny summoner!), its aspect and its endowment. This component needs to DIE. A fiery death.

I hated this review. Why? Because I like the concept of the class. I like the ideas, the step with endowment - but it falters and fails. Instead of going for something unique, the class essentially steals defining signature abilities from various base-classes and laughs at them - for they only have these components, while the aspect gets them all. This is the most overpowered class I've read for Pathfinder so far. The one and only instance where I'd allow this class anywhere near my table would be for a one-on-one campaign - in order to not have to scale the encounters down too much.

And even if you do have an extremely high-powered group with munchkins and hand this class to the one non-powergamer, the result is complicated - because the fluffy abilities like granting spells runs contrary to established canon in EVERY CAMPAIGN SETTING I HAVE EVER READ for any D&D-tradition-rulesset. It also cheapens the achievement of becoming a full-fledged god - why not unlock granted spells over the levels? It would still be very powerful, but at least it would make sense in its own logic.

As written, this class is completely and thoroughly overpowered and definitely needs a major beating with the nerfbat. Beyond that, it is also problematic in its fluff. I like the basic premise of the class and some of its ideas, but with the problematic repercussions for internal logics of campaign worlds coupled with its vastly off-scale power, I am left with only one recourse. While I still like components of this class, I can't recommend it to anyone as written. Thus, my final verdict will clock in at 1 star, in spite of per se good production values.

Endzeitgeist out.

A well-thought-out concept, but grossly overpowered.


The Aspect is a new base class for the Pathfinder RPG. The PDF is 17 pages including the class itself, description of a new class feature called a "divine companion", one feat, one archetype, and and 2 1/2 pages of information about how an Aspect might interact with others and the world around him.

The Aspect's abilities all stem from being a direct part of his or her deity. This is a full spontaneous casting class, but with a more limited number of spells cast per day (max of 3 per spell level). The Aspect doesn't get to choose his or her spells from the overall cleric/oracle spell list, but instead gains the domain spells from up to five(!) domains as his spells known.

The Aspect also gains a class feature (conveniently called Aspect), which allows him to "take on the form" of his deity for 1 minute per use, a maximum of 5 times per day. This is most similar to a Druid's wild shape ability, though much more limited at first, granting +1 to attack, damgage, saves, AC, and ability and skill checks. Later on, you get the opportunity to add more abilities to your aspect through Boons, which are chosen at 3rd level and every 5 levels thereafter.

The Domains class feature allows you to choose 3 domains at first level, gaining all the domain powers from them, and learning all the domain spells listed. I found it a bit odd that you don't need to choose all domains that are in your deity's portfolio. I also think that 3 sets of domain powers could unbalance your leveling a bit, especially since domain powers are all gained at the same level, so you're getting a huge power boost at 3rd level and 8th level, instead of spreading your power increase across multiple levels. Later on you get to learn the spells (but not powers) from two more domains, to increase your spellcasting repertoire.

The Godly Bond class feature is the one that I worry makes this class too powerful. It comes in one of two forms, a "godly icon" which is almost exactly the same as a Wizard's arcane bond with an item, or a "divine companion". The Divine Companion follows the progression of a Summoner's eidolon, gaining evolutions just like an eidolon. With the martial abilities granted directly to the Aspect, along with essentially an eidolon to kick butt right beside him, this class has massive damage potential, much more than a full caster ever should.

There's also a class feature called Endowment that doesn't really mesh with the rest of the class concept, allowing you to give sacred or profane bonuses to allies, including ability score bonuses, bonuses to saving throws, dodge bonuses to AC, or bonuses to caster level. I get that you're granting abilities to allies because you're part of your god, but with the martial ability of the class itself, and full spellcasting, I don't think you need to add in extra buffs... plus these can be used on your divine companion/eidolon, making it even stronger than before.

The Boons that you get every 5 levels after 3rd are good, for the most part. Some of them add new spells to your spells known list, while some give you new abilities when you're using your Aspect class feature. You can gain channel energy as a cleric, or gain domain powers from one of your last two domains, which don't normally grant powers.

One Boon that I think is grossly overpowered is "Diminutive Aspect", which allows you to become Diminutive size when using your aspect. There are very few spells in the game that even let you become smaller than Tiny size, and that's for good reason... you get a HUGE Size bonus to AC from becoming so small. Even though this specific boon requires that you also choose the Tiny Aspect boon, it's still probably too powerful in my opinion, and could be combined with other Boons such as the Summon boon (which lets you add all summon monster spells to your spell list) to make for some really powerful combinations (a diminutive creature hiding behind a much larger teammate, casting summons, while his divine companion tears up the battlefield, is just crazy strong.)

The Paragon class feature is really cool and flavorful, allowing the Aspect to grant spells to a cleric, but it comes in WAY too early at 7th level. It also grants him the Leadership feat, which many GMs ban instantly.

At 13th level, you get to have a permanent demiplane of your own that is CONNECTED TO YOUR GOD'S PLANE WITH A PERMANENT PORTAL!! WHAT? That is WAY too powerful for a 13th level character, seriously. You can even have dead creatures that were devoted to you hang out in your demiplane and do your bidding! Wowza.

The 17th level Tap Divinity ability is fine, letting you ignore age penalties and speak with any living creature. That's flavorful and not overly powerful.

The capstone power is essentially that you become a true Demigod, which is also flavorful, though I don't like the "you can be communicated with over any distance by prayer" aspect... telepathic communication across any length and through any magical barrier irks me.

The new feat is "Extra Boon", and honestly I can imagine an Aspect taking this feat at every level because the Boons are generally more powerful than a feat. This one should have been limited to taking it a certain number of times per character level.

Then, there's the Demigod archetype. This archetype lets you drop the Aspect class feature to instead gain BOTH a divine icon AND a divine companion, AND you get Boons every 3 levels instead of every 5. So this is just straight-up better in every way than the main class, and very much overpowered.

Alright, so basically my final thoughts come down to this... if you're playing a mythic campaign, this class could work very well all on its own next to players who have class levels and mythic ranks. It's a VERY powerful class, moreso than any other base class in the Pathfinder game, and therefore it should have been balanced more, no doubt.

That being said, I absolutely love the idea of the class, and feel that with a few tweaks (such as just removing the divine companion completely) this could be a fun and interesting class for a player to try out. With a little help from a GM who is willing to adjust the class, I would probably try playing an Aspect in the future.

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I just posted a review of the Aspect. It's a great concept, but pretty overpowered, IMHO. Read my review for details!

Thematically, the Aspect is about playing a character who is a living part of their deity, as opposed to a servant. Mechanically, it is about taking the concepts associated with Pathfinder Deities and putting them into the hands of the players.

I'll address the elephant in the room. How does this compare to SGG's Godling line?

The Godling is a fun, versatile set of classes about building a custom spellcaster or combatant with a godly theme to the abilities. The Aspect, however, is about actually BEING a god: You command a portfolio of 5 domains, you empower and command clerical and angelic servants, you run a demiplane, and in the end can even be communicated with via prayer. While the class contains options for players who just want to dungeon crawl with a fun character, this class is also perfect for those players and GMs who enjoy games of a larger scale, including hoping between planes, building organizations, and commanding servants both mortal and divine to go into the world and do their bidding.

Among the more iconic abilities included are a divine companion (an animal companion with the versatility of an eidolon, or an eidolon nerfed to be on-par with an animal companion, whichever you prefer,) endowments (the ability to grant divine boons to your companions) and aspect (the ability to transform into the form of your liege for a short time, gaining a small number of bonuses, but with the ability to add more bonuses through class features.) The aspect also gains a haven demiplane that can be stocked with the spirits of the faithful dead, similar to a Mage's Magnificent Mansion.

Whether you enjoy games that span continents and planes or just want to dungeon crawl, the aspect has something for you, and we hope you enjoy the Aspect!

Reviewed first on, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and's shop.

Hmmm. Very interesting reviews, and sounds like a really cool take on the godhead/divine spark/ascendant character. Does definitely seem to be OP.

I do like the Endowment class feature idea.

Also, I like the price point.

Would like a response from DDS other than "how does this compare to SGG's Godling line/". I'm sure there is actually a menagerie in the room well apart from any elephants. For me the point is not "how does this compare to x" but how does this

a: fuse the collected abilities together to create a thematically consistent and not mechanically overpowered concept; AND
b: marry the fluff to be adaptable to any campaign setting without major shakeups to existing campaign lore or canon.

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