
Trace Coburn |

Not a Portal fan, then? AFAICT, it’s a riff on ‘Aperture Science’ and giving a character the ability to use portals to manipulate their environment without actually using the Portal Gun from the games.
That said, I agree that a little more clarity in the description, and a little less reliance on everyone understanding geek-culture memes, might do more to inform customers and sell the product. :S

Tinkergoth |

Oh I'm a big fan of Portal. But when I'm talking about Pathfinder and someone mentions apertures and scitech in regards to a new class, my mind doesn't leap directly to Portal without some extra context being provided.
The lack of info seems to be a recurring theme across this publishers products here. I recall posting requests for more info on a class in the 3PP section of the boards a while ago, but don't recall getting much then either.

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After downloading this I can see where the publisher was going with it, but I don't think it was well thought out. The class abilities break down into "apertures", which are your basic portals (think dimension door, but more limited), scitech, which give different bonuses to things like speed, jump checks, etc, and "cores".
The aperture ability can only be used a limited number of times per day, and with a very limited range, and some of the advanced options later get confusing. A lot of polish and work needs to go into making them clearer to understand. The portals themselves are, IMHO, ridiculously over powered. While stealth is not a class skill for this class, a little work would mean that the Aperturist would be able to get the entire party past any dungeon or encounter without ever being seen. 1) Make a portal at the door to the dungeon. 2) Sneak past everything to your goal. 3) Make another portal. 4) Profit.
The scitech seems like an interesting set of abilities, but is all over the place in terms of utility and effectiveness. One give a 10 foot speed boost and makes sure all jumps have a running start while another give a permanent bonus to Charisma, which this class has little to no need for to begin with. This section needs to be tightened up.
At 3rd level the Aperturist gains a "core power", with the chance to pick another at 9th and 15th. These powers grow in strength as the class goes up in level and have durations measured in hours. While you can only activate the ability a limited number of times per day, it's not clear whether the different options stack or if the Aperturist can only have one active at a time.
I think the concept would be fun for Iron Gods, but this one won't see any play at my table as is.