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qazzquimby
2015-05-14, 01:00 AM
SOLAR EXALTED
http://fc06.deviantart.net/fs9/i/2006/059/0/7/Exalted_signature_characters_by_kunkka.jpgThis is my attempt at making Exalted playable in D&D 3.5, without losing anything important, and while making it as compatible as possible. Power is scaled to more closely match a standard 3.5 group. For more exalted level games, it seems to be much easier to decrease the difficulty of obstacles than to buff players, by decreasing DCs and pruning back puny mortals.

Text with brackets after it, such as 5 minutes(encounter) indicates alternatives at the DM's choice, based on DM preference or whether 3.5 or pathfinder is being played.

The 1/2 BaB, few skills, and all bad saves, are because the abilities system will thoroughly buff most of those areas.

I left out bonus points during chargen to make level 1 a little less overwhelming. I'll add them back in if anyone thinks they're too significant, probably spoilered out as optional.
The most driven and potent people alive may be chosen as champions for the god of the sun. These champions are known as Solar Exalted, and only some hundreds can be maintained at a time. While the exalted of other gods tend to to have a specialization which they master undisputed, Solars feature the most raw energy and the widest array of abilities.

In most settings in which Exalted are significant, Solars once ruled the world through a golden age, but were gradually corrupted. They were usurped by other Exalted, and only recently emerged from imprisonment, and are viewed as monsters due to widespread propaganda.

Solar Exalted


Level
Base Attack Bonus
Dawn Caste Base Attack Bonus
Bad Saves
Good Saves
Special
Personal Essence
Peripheral Essence


1st
+0
+1
+0
+2
Resources, Caste, Willpower, Charms, Stage I, Advancement
3
7


2nd
+1
+2
+0
+3
Advancement
3
9


3rd
+2
+3
+1
+3
Advancement
4
10


4th
+3
+4
+1
+4
Advancement
5
12


5th
+3
+5
+1
+4
Advancement, Stage II
6
14


6th
+4
+6/+1
+2
+5
Advancement
16
16


7th
+5
+7/+2
+2
+5
Advancement
7
17


8th
+6/+1
+8/+3
+2
+6
Advancement
8
19


9th
+6/+1
+9/+4
+3
+6
Advancement, Stage III
9
21


10th
+7/+2
+10/+5
+3
+7
Advancement
9
23


11th
+8/+3
+11/+6/+1
+3
+7
Advancement
10
24


12th
+9/+4
+12/+7/+2
+1
+4
+8
Advancement
11
26


13th
+9/+4
+13/+8/+3
+4
+8
Advancement, Stage IV
12
28


14th
+10/+5
+14/+9/+4
+4
+9
Advancement
12
30


15th
+11/+6/+1
+15/+10/+5
+5
+9
Advancement
13
31


16th
+12/+7/+2
+16/+11/+6/+1
+5
10
Advancement
14
33


17th
+12/+7/+2
+17/+12/+7/+2
+5
+10
Advancement, Stage V
15
35


18th
+13/+8/+3
+18/+13/+8/+3
+6
+11
Advancement
15
37


19th
+14/+9/+4
+19/+14/+9/+4
+6
+11
Advancement
16
38


20th
+15/+10/+5
+20/+15/+10/+5
+6
+12
Advancement, Stage VI
17
40



6+int skill points

Resources (Ex): You gain three pools of resources to spend.

Your personal Essence pool is Essence contained inside yourself, which you can spend without any side effects. Your personal Essence pool can contain up to the amount listed on the class table, plus your wisdom mod, in motes. You may also choose to treat your personal Essence as peripheral Essence, if you wish.

Your peripheral Essence pool is Essence you can channel from the world around you, and flares your anima when it is used, producing obvious visual effects. Whenever you spend peripheral Essence, add it to your current "peripheral Essence spent" for use with the table below. With the exception of the 1-3 mote degree, and the 16+ mote degree, each degree on the table lasts roughly 20 minutes, after which your peripheral Essence spent is reduced to the largest value of the next lowest degree. Your peripheral Essence pool can contain up to the amount listed on the class table, plus double your wisdom mod, in motes.



Motes of Peripheral Essence Spent
Effects


0
No visual effects. Caste mark is invisible.


1-3
Your caste mark glitters on your forehead and is visible from certain angles. Anyone who sees you can make a perception(spot) check DC 15, though this DC can be increased to the result of a disguise check. Stealth charms and concealing magic are uninhibited. This degree can last as long as an hour after you have stopped burning peripheral Essence.


4-7
Your caste mark burns brightly on your forehead, and will shine through anything placed over it. Anyone who knows of Solar Exalted can immediately identify you on sight. Stealth charms and the Night caste's ability to mute sensory impressions fail. You take a -4 to stealth(hide) checks.


8-10
You are surrounded by a great aura of light as a torch. Your caste mark is a bright and golden on your forehead. Stealth is impossible.


11-15
You are engulfed in holy flames that burn around you. Objects that come in contact with your aura may become bleached, as if left in the sun. You are visible for miles away, and produce light as daylight.


16+
You manifest your full anima banner. This is a personalized aura that reflects you specifically. A warrior might manifest a great beast that represents them, and a caster might project intricate magical designs that encompass all their works combined. This degree lasts only one round, but is maintained as long as you spend at least one peripheral Essence each round.



You regenerate 4 motes of Essence every hour while awake but unstrained, such as while walking or engaging in conversation, and 8 motes every hour while fully relaxed, such as while sleeping or in a trance. Personal Essence fills first, then peripheral Essence when personal Essence is full.

Occasionally an ability will require Willpower. You have a maximum Willpower equal to twice your Wisdom mod, and you regenerate 1 Willpower every hour.

You can also spend a maximum of 1 Willpower per round on one of the following.

+4 to a d20 roll, your AC or a save, before the roll. This roll takes no penalties for rolling a natural 1.
If using the Virtues ACF: For each Virtue, a number of times per day(minor plot arc) equal to your points in that virtue, you can channel Willpower through that virtue. This adds +2*Virtue to a d20 roll, your AC, or a save, so long as the action you're attempting fits with the Virtue's theme.,
Force an additional Will save with a +4 bonus to break an ongoing mental effect.

Caste (Ex): Each solar belongs to one of five castes, chosen during exaltation, when they take their first Solar Exalt level. The castes are as follows:


http://33.media.tumblr.com/avatar_652bdb1efa4d_128.png

Dawn:
Natural warriors and generals, they specialize in warfare, and can channel their Essence to appear terrifying.


Basic traits:
Fort and one other as good saves
d8 HD
Class skills: Knowledge (Tactics), 5 others of your choice.
Anima Effects: By spending 10 motes of Essence, you can appear much larger and more terrifying for 5 minutes or until you end the effect. This also comes into effect for free if your anima is in the 11-15 mote degree. During this time, creatures that are not immune to fear cannot look directly at you. Creature's who's actions require them to face you must make a will save (DC 10+1/2level+Stage) or become shaken for a number of rounds equal to your level. Creatures with less than half your HD who fail the save are instead frightened. You Deal +2 damage against creatures currently shaken this way, and +4 damage against creatures currently frighthened this way.


http://i1179.photobucket.com/albums/x383/harmonious_Jade/zenith120dh3.png

Zenith:
Ideal priests and leaders, members of the Zenith caste have great perseverance, and can channel their Essence to punish creatures of darkness.


Basic traits:
All good saves.
d10 HD
Class skills: Autohypnosis, Perform (Any), Intimidate, Concentration, Handle Animal, Survival, 5 others of your choice.
Anima Effects: By spending 1 mote of Essence, you can burn a fallen creature that you touch, dissolving its body and sending its soul to the most appropriate upper plane. Bodies burned this way cannot ever be raised as undead.
Additionally, by spending 10 motes of peripheral Essence, you can glow with holy fire, and illuminate a 120ft radius around you as daylight for 5 minutes or until you end the effect. This effect also occurs for free if your anima is in the 11-15 mote degree. During this time, you add your Stage to damage against undead and outsiders from lower planes, and gain DR (Stage)/- against creatures of those types.


http://i1179.photobucket.com/albums/x383/harmonious_Jade/twilightw.png

Twilight:
Sorcerers, scholars, and savants, the Twilight Caste can channel their Essence as an emergency last resource to avoid damage.


Basic traits:
Will and one other as good saves
d6 HD
Class skills: Craft (Any), Investigation(Gather Information, Sense Motive), Knowledge (History), Heal, Knowledge (Arcana), 5 others of your choice.
Anima Effects: Immediately after taking damage, you may spend 5*x motes of Essence to resist x*Stage points of damage. If your anima is in the 11-15 mote degree, this comes into effect automatically the first time you take damage each round as if you had spent 5 motes.


http://i1179.photobucket.com/albums/x383/harmonious_Jade/night120kj0.png

Night:
Master assassins and spies, those of the night caste can easily hide powers to go unnoticed.


Basic traits:
Ref and one other as good saves
d8 HD
Class skills: Athletics(Climb, Jump, Swim), Perception(Spot, Search, Listen), Tumble, Sleight of Hand, Stealth(Hide, Move Silently), 5 other of your choice.
Anima Effects: When you spend peripheral Essence on charms, you may spend 1 additional mote per charm to treat the Essence as personal. If the charm is [Obvious], you must instead spend twice the normal mote cost for the same effect.
Additionally, by spending 10 motes of Essence you can extend your muted anima into your surroundings, darkening shadows and muffling sounds. This raises the DC for all perception(all) checks by your Stage.
If your anima is in the 11-15 mote degree, this effect immediately ends, and your anima becomes unmuted. Your flared anima obscures all your distinguishing features though, making it impossible to identify you as the flared Solar with certainty.


http://cdn.obsidianportal.com/assets/109666/eclipse.png

Eclipse:
Diplomats and ambassadors, members of the Eclipse caste can sanctify powerful oaths, and learn any charm, giving unparalleled versatility.


Basic traits:
Will and one other as good saves
d6 Hp per level
Class skills: Knowledge (Nobility and Royalty), Speak Language, Ride, Profession (Sailor), Diplomacy, 5 others of your choice.
Anima Effects: By spending 10 motes of Essence and 1 point of Willpower, you may sanctify oaths you witness so long as both characters engaged are touching hands. You may also use this effect for free if your anima is in the 11-15 mote degree. If one of the characters breaks the oath, they will suffer a critical miss or similar failure a number of times equal to your Stage, always at critical moments. How these happen are DM's discretion, though they are always the worst possible moment. This effect continues after your death.
Due to ancient pacts, fey cannot attack you unprovoked, though they can impede you, or try to provoke you into attacking so they can fight back.
You can learn charms of other Exalted or Fair Folk(Fey), though these charms cost twice as many Exaltation points to learn, and 2 more motes to use.

Charms (Ex):With the Advancment class feature, you can gain charms. Each charm has a cost such as 3m, 1wp, 100xp (3 motes of Essence, 1 Willpower, 100 experience points) which must be spent immediately for the charm to take effect.

The Prereq listing for Charms always require a minimum Stage and Skill/BaB requirement. You must pass both requirements to learn the Charm. When a Charm requires a number of ranks in a skill, it is expected that you are using the Pathfinder skill system (max HD ranks). If you are using 3.5 skill system (max HD+3 ranks), add 3 to the requirement.

Except when formed into combos, as explained later, every charm can only be used if no other charm has been used since the last time your turn began.

Charms fall into 5 categories:

Simple charms take an action to use. Unless otherwise noted, this is a standard action, but action time can vary. If the action time is listed as 5 minutes, for example, consecutive full round actions must be taken for 5 rounds before the charm takes effect. Some action times are more abstract, such as a task you must complete before the charm comes into effect.
Supplemental charms enhance an action, and cost no additional action to use. Unless stated otherwise, the charm can only enhance actions related to the ability the charm belongs to (using a survival charm to aid in a hunt for food). In a full attack action, each individual attack counts as a separate action in regards to supplemental charms.
Reflexive charms can be triggered at any time including outside of your turn. While a reflexive charm can still only be used if you have not used another charm since the last time your turn began, a reflexive charm can be used any number of times in a round.
Extra Action Charms cost a standard action, and allow you to take some specified action.
Permanent charms are activated as soon as they are learned, and remain active at all times thereafter.


At no point can a single roll or statistic gain a bonus from Charms larger than 10*Stage.

With the advancement class feature, you can combine Charms into Combos, which allow you to use all the combined Charms in a single round.

Most Charms have one or more keywords, as described here:
Combo-Basic: Can exist in a Combo with reflexive Charms, but not with any other kind.
Combo-OK: Can be placed in a Combo.
Counterattack: Takes place in response to an attack. You cannot use multiple counterattacks on the same attack, unless noted otherwise.
Mind Affecting: The Charm uses a mind affecting Effect.
Crippling: The Charm deals some kind of lasting damage.
Form-type: The Charm is a Martial Arts From-type Charm. You cannot use more than one Martial Arts From-type Charm at a time, and you must end the first before you can use another.
Holy: Has some extra effect against undead, fey, and outsiders from lower planes.
Illusion: The Charm uses some sort of illusion effect.
Knockback: The Charm knocks its target backward.
Obvious: Observers can tell that can tell that the effect is supernatural and have a rough idea of its effects.
Poison: The Charm uses a poison.
Shaping: Integrity and Lore Charms treat this Charm's effects as a Shaping effect.
Sickness: This Charm causes a disease or disease effect.
Social: This Charm is used during a social interaction.
Stackable: This Charm can be used multiple times and its effects are cumulative.
Touch: Requires a successful touch attack on its target to use.
Training: This Charm trains other characters, and requires an experience point expenditure from them. For every Exaltation point they would need to spend, they instead pay 1/20th of the experience required to take them to their next level.
War: Effects mass battle combat.

I have adapted a fairly easy method of understanding Combos from the original here (http://wiki.rpg.net/index.php/Exalted_Combos#Pay_to_Play).
All Charms must be have a duration of Instant
Charms with any other duration cannot be put in a Combo.

All (Instant) reflexive Charms are OK
Reflexive Charms do not have any other restrictions.

All Simple, Extra Action and Supplemental Charms must be from the same Ability
They must all interact if they are in the same Combo, and can only do that if they are from the same Ability.

You can only have one simple Charm in a combo, and you MUST use it
If the Combo you are using has a simple, you must spend an action using it.

You can only have one extra action Charm in a Combo, and you MUST use it
As the simple Charm, if you are using a Combo with an extra action Charm, you must use it.

If you have an extra action and a simple Charm in the same Combo, they MUST be compatible, and you MUST use the simple Charm on each extra action.
For example, if your extra action Charm grants standard actions to attack with, the simple Charm must make an attack, or they cannot be in a Combo together.

You can have as many supplemental Charms as you like in a Combo, but you MUST use them when appropriate
Unlike reflexive Charms, which can be used at any point during the Combo, and do not need to be used, supplemental Charms must be used whenever possible. For example, if you use a Combo with a Charm that supplements attacks, every attack you make must be supplemented by that Charm, which requires the Charm to be paid for each time.

If you have a simple or extra actions Charm in a Combo, any supplemental Charms MUST benefit those actions.
If the supplemental is from a different ability, works with a different kind of ability, or is otherwise incompatible, they cannot be in a Combo together

Finishing Touches
A designed Combo should have a cool name, and a unique visual aesthetic which can range from your weapon glowing, to the sun setting behind you as fire billows out your eyes and the ground blackens.

Initiating a Combo costs 1 Willpower
Afterwards, each Charm costs its normal amount to use.

You can active at Combo any time you could activate a Charm it contains
So long as you have not used a Charm since the beginning of your last turn, you can use a Combo at any time you could use a Charm within it. For example, if you have a defensive Charm that acts outside of your turn, you can use it, and then use the rest of the Charms on your turn.

One Combo per round
Since you cannot use a Combo if you have used a Charm since the beginning of your last turn, and Combos use Charms, one Combo per round is the limit.

Everyone is dead, but I still need to use the rest of my extra actions
Yes. Your flurry of bloodshed will not end for something so petty as the defeat of your enemies. You can attack the scenery for the rest of your Combo.

You can Combo Charms from different Martial Arts styles together
That's a thing you can do.

Stages (Ex): Abilities scale by level by multiplying by your current stage. You begin at Stage I, and your stage increases by 1 every 4 levels after (level 5, 9, 13 and 17).

Advancement (Ex): Whenever you gain the Advancement class feature, you gain 10 Exaltation points to spend on improving yourself. If your game utilizes heavy downtime, it is recommended to require the listed training time as well as an exaltation point cost, to add realism to the development.


Benefit
Exaltation Point Cost
Notes
Training Time



Improve Ability Score
Current mod*2
Cannot increase so that the mod would be greater than your Stage
(Current mod) months


If using Virtue ACF: Improve Virtue
Current rating*3
Does not increase Willpower, cannot increase above 5
Immediate


Favored/Caste Charm
8
-
(Minimum Ability) days


Out of Caste Charm
10
-
(Minimum Ability + Minimum Essence) days


Non-Solar Favored/Caste Charm
16
Eclipse Caste only
(Minimum Ability) weeks


Non-Solar Out of Caste Charm
20
Eclipse Caste only
(Minimum Ability + Minimum Essence) weeks


Exalted Spell (Occult favored/Caste)
8
-
(Spell Circle) weeks


Exalted Spell (Out of Caste Occult)
16
-
(Spell Circle) weeks


New Combo
(1/2)*(Sum of minimum Ability prereqs in all Charms in the Combo)
3*(Sum of minimum Ability prereqs in all Charms in the Combo)
(Spell Circle) weeks


New Feat
2
-
1 week






Incredibly useful Charm Trees (http://thor.divnull.com/pub/exalted/charmtrees-2e-20080624.pdf)


SOLAR GENERAL CHARMS
General Charms are always considered caste/favored Charms.

Every Ability has three Charms called Excellencies, listed below. The Charms enhance the Ability, and while none can be taken more than once, you can apply more than 1 of the Charms to the Ability. Solar Exalts also have 2 charms that modify excellencies, Infinite (Ability) Master, and (Ability) Essence Flow. These can be purchased once for each Ability, and apply to all that Ability's Excellencies.

Because these Charms are variable in what area they apply to, the (Chosen Ability) prerequisite is left blank. (Chosen Ability) would be replaced with the Ability you are purchasing the Charm for. If the requirement is in BaB, having x BaB is considered having x ranks in BaB.

First (Ability) Excellency -
Essence Overwhelming
Cost: 1m per +1d4 bonus; Prereqs: (Chosen Ability) 1 rank, Stage 1; Type: Reflexive (Before a roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
You are known for your moments of brilliance.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. You can use this Charm before making a roll based on the chosen Ability to give it an untyped +1d4 bonus per mote spent. If the ability enhances a flat value, like AC, and that value is the target for an opponents d20 roll, you may instead use the +1d4 bonus to enhance the flat value for the purposes of that roll only.
This combo can never be used with Third (Ability Excellency) - Essence Resurgent.

Second (Ability) Excellency -
Essence Triumphant
Cost: 2m per +4 bonus; Prereqs: (Chosen Ability) 1 rank, Stage 1; Type: Reflexive (Before a roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
You are known for your constant perfection.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. You can use this Charm before making a roll based on the chosen Ability to give it an untyped +4 bonus per mote spent. If the ability enhances a flat value, like AC, and that value is the target for an opponents d20 roll, you may instead use the +1d4 bonus to enhance the flat value for the purposes of that roll only.

Third (Ability) Excellency -
Essence Resurgent
Cost: 4m; Prereqs: (Chosen Ability) 1 rank, Stage 1; Type: Reflexive (After a roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Those with this Charm recover easily from failure.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. You can use this Charm after making any Ability relevant roll, to reroll it, and take the better of the rolls. If the Ability enhances a flat value, and that value is the target for an opponents roll, you may instead reroll their dice, and take the worse of those rolls.

Infinite (Ability) Mastery
Cost: 2m per bonus, + 1wp; Prereqs: (Chosen Ability) 13 ranks, Stage 3; Type: Simple (Standard action)
Keywords: -
Duration: One Encounter
Prerequisite Charms: Any (Ability) Excellency
You are an infinite well of talent.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. For every 2 motes spent on this Charm, reduce the mote cost of the first three (Ability) Excellencies by one, to a minimum of 0, for the rest of the encounter. Exalted with Essence 3 can spend up to 6 motes on this Charm, while Exalted with Essence 4 or higher have no maximum. If multiple Excellencies are Comboed onto a single roll, only one is discounted.

(Ability) Essence Flow
Cost: - ; Prereqs: (Chosen Ability) 17 ranks, Stage 4; Type: Permanent
Keywords: -
Duration: Instant
Prerequisite Charms: Any (Ability) Excellency
Your Essence flows through you, and brings your intentions and actions into perfect harmony.
Purchasing this Charm allows you to use the First, Second and Third Excellencies as free actions that can be used outside of your turn, though they retain their costs. This means they do not count as using a charm against the normal restriction of one charm per round, and can be used during a combo.

qazzquimby
2015-05-14, 01:01 AM
SOLAR DAWN CASTE CHARMS
http://i.gyazo.com/975a7000cf5d80e05a313c408d1fffa1.png

Accuracy Without Distance
Cost: 1m 1wp; Prereqs: BaB 17, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: There is No Wind
You fire a single perfect shot.
This is often used for trick shots, such as severing ropes, but is also very useful in combat. Spend the Charm's cost and fire at a valid target with a ranged weapon. This guarantees the attack will hit(+20 to attack if DM does not want absolutes). If the attack would normally have missed, the attack deals half damage.

Arrow Storm Technique
Cost: 8m, 1wp ; Prereqs: BaB 17, Stage 2; Type: Supplemental
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Trance of Unhesitating Speed.
Against you, the armies of the unrighteous fall.
This enhances an attack with a ranged weapon. Rather than choosing a single target, you may attack up to (Stage * 3) targets, so long as you have separate ammunition for each of them. You make a single attack roll, which is compared against the targets' AC individually. This can be done with weapons that normally require reloading between shots (shoving multiple bolts in a crossbow).
Forceful Arrow
Cost: 3m; Prereqs: BaB 13, Stage 2; Type: Supplemental
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisite Charms: There is No wind
Essence imbues your arrow with great force.
This supplements an attack with a ranged weapon. If the attack deals damage, the hit creature makes a fort save (DC 10+1/2 level+damage done) or is knocked back 5*Stage ft. Objects do not get a save, and are pushed back if the damage*50 exceeds the object's weight in pounds.

Essence Arrow Attack
Cost: 2m; Prereqs: BaB 5, Stage 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
You charge an arrow with Essence. The effects are based on your fighting style and anima.
This always adds your Stage to the attack damage. In addition, choose one of the following effects when you learn this charm.

Fiery Arrow Attack: Your ammunition catches fire mid-flight. The attack deals fire damage, and if it strikes a flammable material, that material ignites. Destroys wooden ammunition on use.

Dazzling Flare: Your ammunition glows with holy fire or brilliant sunlight. The attack deals divine damage. If fired into the sky, the arrow can be seen for (Stage * 10) miles.

Righteous Judgement Arrow: You can spend a third mote to make the attack deal an additional +4 damage. This has visual effects related to your anima banner (16+ peripheral Essence spent effect).

You can spend 1 Bonus point to learn both other effects, or 1 Exaltation each to learn 1 of the other effects.

Flashing Vengeance Draw
Cost: 3m; Prereqs: BaB 9, Stage 2; Type: Reflexive (When rolling initiative)
Keywords: -
Duration: Instant
Prerequisite Charms: Trance of Unhesitating Speed
To assault you is folly. Your retribution is swift and terrible.
You gain a + (Stage * 4) to the initiative roll, and immediately draw and ready a ranged weapon.

Immaculate Golden Bow
Cost: 5m, 1wp; Prereqs: BaB 13, Stage 3; Type: Simple (Standard Action)
Keywords: Obvious
Duration: One Encounter
Prerequisite Charms: Phantom Arrow Technique
You shape your Essence into a deadly bow or crossbow.
This weapon has an appearance unique to you. It has double the range interval of a bow of its type. It adds your double your Stage to attack and damage.

Inexhaustible Bolts of Solar Fire
Cost: 8m, 1wp; Prereqs: BaB 17, Stage 4; Type: Simple (Standard action)
Keywords: Combo-OK, Obvious
Duration: One Encounter
Prerequisite Charms: Phantom Arrow Technique
Your quiver holds the arrows of the sun.
This allows you to shape arrows from ambient Essence at will for the remainder of the encounter. This functions as Phantom Arrow Technique, but each item of ammunition costs 1 less (minimum 0). Ammunition gained this way does +2 damage and never strikes an unintended target. If it would hit an unintended target, it stops in mid-air before vanishing.

Phantom Arrow Technique
Cost: - (1m per attack); Prereqs: BaB 9, Stage 2; Type: Permanent
Keywords: Obvious
Duration: -
Prerequisite Charms: Essence Arrow Attack
You shape sparkling arrows of Essence.
You no longer need ammunition to make attacks with ranged weapons, by shaping the ammunition as you make the attack, though each attack you use without ammunition costs 1m. You may make exotic forms of non-enchanted ammunition for the weapon, though powerful or expensive ammunition types may cost more than 1m at DM discretion. You cannot create enchanted ammo, or ammo made of a specific material.

Rain of Feathered Death
Cost: 3m or 8m per duplicate; Prereqs: BaB 13, Stage 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Phantom Arrow Technique
Essence multiplies the force of your blow.
This creates duplicates of your attack with a ranged weapon, usually making one piece of ammunition split into several during flight. You spend 3 motes per duplicate attack, and can create up to Stage attacks. Roll for attack only once, but if the attack hits, roll for damage for each attack. If the attack is also enhanced in any other way (a spell, enchanted ammunition, ammunition made of special materials or that would otherwise cost more than the default), this instead costs 8 motes per duplicate.

Solar Flare Methodology
Cost: 5m, 1wp; Prereqs: BaB 17, Stage 4; Type: Simple (Standard action)
Keywords: Obvious
Duration: One encounter
Prerequisite Charms: Inexhaustible Bolts of Solar Fire
You shape your Essence into a firearm, with an appearance unique to you. Its range interval is 1.5 the norm for the weapon, adds twice your Stage to its accuracy, deals damage dice one size larger, and requires the next shortest action to reload.

Summoning the Loyal Bow
Cost: 1m; Prereqs: BaB 9, Stage 2; Type: Simple (Move action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Phantom Arrow Technique
You may set your weapon aside for a time, but a life of peace can never be your fate.
Draw a ranged weapon that you have previously used to deal damage. That weapon vanishes. You can later draw that weapon as a swift action. You cannot regain the mote invested in this while your is vanished. If you deliberately regain the mote, the weapon falls to your feet.

There Is No Wind
Cost: 3m or 5m; Prereqs: BaB 13, Stage 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency
Your heart knows the arrow's path.
You spend 3 motes and fire a single flawless shot with a ranged weapon, regardless of visibility, weather or other poor conditions. Ignore all penalties to the shot, including any cover bonuses besides total cover or concealment miss chances besides total concealment. This does not effect wounds or debuffs effecting you, or penalties for attacking multiple times in a full attack.
If you have an Stage of 3 or higher, you can spend 2 additional motes to allow the weapon to fire beyond its normal maximum distances (usually 10 range intervals), and fire as far as line of effect.

Trance of Unhesitating Speed
Cost: 2m per attack, and see text; Prereqs: BaB 9, Stage 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Archery Excellency
You flow with soft and unhesitating grace through the motions of firing your weapon. This lets you make two or more attacks with a ranged weapon. Each attack costs 2 motes, and you can buy up to (Stage + 1) attacks.
If the weapon normally requires an action to reload, you must pay extra for each attack to reload the weapon between attacks. This raises the price to 2m (no change) if reloading costs a swift action, 3m if reloading costs a move action, 4m if reloading costs a standard action, and 6m if reloading costs a full action.
http://i.gyazo.com/846ee21b5428e773d7f2f4cedf9f94eb.png

In addition to these Charms, the Martial Arts Ability allows access to supernatural martial arts, which are often required prerequisites for Martial Arts Charms. Supernatural martial arts are listed in a later post.

Thunderclap Rush Attack
Cost: 1m; Prereqs: BaB 9, Stage 2; Type: Simple (Move Action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Fists of Iron Technique
When you strike, you are swifter than lightning.
You pour Essence into quickening your actions, and make an unarmed strike attack.

Knockout Blow
Cost: 4m, 1wp; Prereqs: BaB 13, Stage 2 ; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Solar Hero Form
You can topple even behemoths with a single punch.
This supplements an unarmed strike. If the attack deals damage, If (damage dealt * Stage) is greater than the creature's health, they are immediately knocked unconscious.
http://i.gyazo.com/aedf5ae38ac9efd27509969d95824619.png

Blazing Solar Bolt
Cost: 3m, 1wp; Prereqs: BaB 17 , Stage 3; Type: Simple (Standard Action)
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Iron Raptor Technique
Your Caste Mark Blazes as you cast solar fire from your weapon at the enemy.
Make a melee attack against a creature within (Stage*50)ft. The attack ignores all mundane defenses and cannot be dodged, and lowers the creature's AC to 10+supernatural defenses. It is effected normally by total cover and total concealment. It deals damage normal for your weapon, + current Willpower.

Bulwark Stance
Cost: 5m; Prereqs: BaB 9, Stage 2; Type: Reflexive (Before an incoming attack roll)
Keywords: Combo-Basic
Duration: Until your next turn
Prerequisite Charms:Dipping Swallow Defense
Like a terrible war machine, you walk through the field of your enemy's blades and are unmoved.
Until the beginning of your next turn, all attacks are affected as by Dipping Swallow Defense.

Call the Blade
Cost: 1m; Prereqs: BaB 5, Stage 2; Type: Reflexive (Any time)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: None
Your weapons know their master.
You hold out your hand and call to the Essence a weapon you own. If the desired weapon is within (Stage * 50)ft, and a flight path exists between it and your hand, the weapon immediately flies into your grasp.

Dipping Swallow Defense
Cost: 2m; Prereqs: BaB 5, Stage 1; Type: Reflexive (Before incoming attack roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Melee Excellency
This can be used in response to an attack. All modifiers in the attackers favor from circumstantial advantages, such as high ground or flanking are ignored. If the attack would be a touch attack, it is treated as a normal attack.

Fire and Stones Strike
Cost: 1m per +2 bonus; Prereqs: BaB 9 , Stage 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Hungry Tiger Technique
You demonstrate your strength with a powerful Essence fueled blow.
Spend up to (Your strength mod, max 5) motes and make a melee attack. If it hits, the attack deals +2 damage per mote spent, which bypass all damage reduction.

Fivefold Bulwark Stance
Cost: 5m, 1wp; Prereqs: BaB 17, Stage 2; Type: Simple
Keywords: Combo-OK
Duration: One Encounter
Prerequisite Charms: Bulwark Stance
For the remainder of the encounter, your AC can never be lowered, nor can attackers gain a circumstantial attack bonus against you.

Glorious Solar Saber
Cost: 6m or 10m, 1wp; Prereqs: BaB 13, Stage 3; Type: Simple (Standard action)
Keywords: Combo-OK, Holy, Obvious
Duration: One Encounter
Prerequisite Charms: Call the Blade
You create a gleaming blade of the sun. The weapon glows as a torch, and if it ever leaves your hand, you can summon it back to your hand as a swift action.
You define weapon is created the appearance of the weapon when purchasing this Charm. You can also choose to create two weapons when purchasing the Charm, which increases the cost of summoning to 10 motes and one Willpower.
You may buy this Charm up to (Melee) times, each time defining a different weapon or pair of weapons.

Heavenly Guardian Defense
Cost: 4m; Prereqs: BaB 13, Stage 2; Type: Reflexive (Before an incoming attack roll)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bulwark Stance
This Charm is used in response to an attack which you are expecting, while you have a weapon in hand. You automatically block the attack, even if the attack is unblockable, with the weapon taking all damage in your place. This Charm has one of the four flaws of invulnerability, as described in the Charm class feature.

Hungry Tiger Technique
Cost: 1m; Prereqs: BaB 5, Stage 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Melee Excellency
You are one with your blade.
You may spend one mote when making an attack deal +1 damage for every 2 your attack roll beat their AC.

Invincible Fury of the Dawn
Cost: - ; Prereqs: BaB 17, Stage 4; Type: Permanent
Keywords: -
Duration: -
Prerequisite Charms:Iron Whirlwind Attack
You burn with holy prowess in battle and move like lightning.
This Charm increases the maximum number of attacks received by Peony Blossom Attack and Iron Whirlwind Strike by two, as well as other Melee extra attack Charms at DM discretion.

Iron Raptor Technique
Cost: 2m or 4m; Prereqs: BaB 9, Stage 2; Type: Simple (Standard Action)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Call the Blade
Your weapon flies towards the enemy like a hungry bird of prey, then returns at your call.
Make a melee attack that costs 2 motes, and can target creatures up to (Stage * 40)ft away from you. It is treated as a melee attack in all other ways.
If you are Stage of 3 or higher, you can raise the cost to 4 motes to throw a burning arc of energy from your weapon instead of the weapon itself, making the attack a touch attack. This is known as the "Sandstorm-Wind Attack."

Iron Whirlwind Attack
Cost: 5m, 1wp; Prereqs: BaB 17 , Stage 2; Type: Extra Action (Standard action)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Peony Blossom Attack
You conserve Essence using the great exertion of will.
You make (Dex mod +1) melee attacks, max 6.

One Weapon, Two Blows
Cost: 1m; Prereqs: BaB 5, Stage 1; Type: Reflexive (Declare attack)
Keywords: Combo-OK
Duration: One attack
Prerequisite Charms: Any Melee Excellency
You are as swift as the first rays of dawn.
Your next attack takes the next shortest action, to a minimum of swift, and gains a +2 to hit.

Peony Blossom Attack
Cost: 2m per attack; Prereqs: BaB 9 , Stage 2; Type: Extra Action (Standard action)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: One Weapon, Two Blows
You move as smoothly and rapid as ice on hot metal.
You make two or more melee attacks, each costing 2 motes. You can buy up to (Stage + 1) attacks.

Protection of Celestial Bliss
Cost: - ; Prereqs: BaB 17, Stage 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Heavenly Guardian Defense
You may prepare a use of Heavenly Guardian Defense, to activate later, when it could be legally used. Preparing the usage counts as a using a Charm, but actually using it does not.
You can prepare only a single use of the Charm, and you must spend 4 motes during preparation, which cannot be regained until the stored Heavenly Guardian Defense is used.

Ready in Eight Directions Stance
Cost: 5m; Prereqs: BaB 17, Stage 2; Type: Reflexive ()
Keywords: Combo-Basic, Obvious
Duration: Until beginning of your next turn
Prerequisite Charms:Solar Counterattack
You stand ready to force back any foe.
Until your next turn, whenever an incoming attack does not beat your flatfooted AC, you may immediately make an opportunity attack against the attacker.

Solar Counterattack
Cost: 3m ; Prereqs: BaB 13, Stage 1; Type: Reflexive(After blocking an incoming attack)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Dipping Swallow Defense
Those you attack you invite their own deaths.
After successfully blocking an incoming attack does not beat your flatfooted AC, you may immediately make an opportunity attack against the attacker.

Summoning the Loyal Steel
Cost: 1m; Prereqs: BaB 9 , Stage 2; Type: Simple (Move action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Call the Blade
You may set your weapon aside for a time, but a life of peace can never be your fate.
Draw a melee weapon that you have previously used to deal damage. That weapon vanishes. You can later draw that weapon as a swift action. You cannot regain the mote invested in this while your is vanished. If you deliberately regain the mote, the weapon falls to your feet.
http://i.gyazo.com/ea999a10918930691345bb836b9fe693.png

Joint-Wounding Attack
Cost: 3m; Prereqs: BaB 9, Stage 1; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
Even in a pitched battle, you strike with controlled precision.
This Charm enhances an attack with a thrown weapon so that it debilitates its target. For every (targets HD) damage you deal with the attack, the target's physical modifiers are considered to be 1 lower, though their health is not recalculated.

Observer-Deceiving Attack
Cost: 3m; Prereqs: BaB 9, Stage 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
Your opponents are often arrogant and attempt to predict how and when you will strike. Such is their folly that they cannot see the vengeance of the Unconquered Sun even when it comes upon them.
This Charm conceals an attack with a thrown weapon. The attack's target must make a Perception(spot) check (DC 10+1/2 level+Dex mod) or are considered flat footed for the attack. For each additional time you use this during an encounter, they gain a +2 bonus to their check.
For characters not watching you make the attack, all evidence indicates that the attack comes from another direction and distance, chosen by you at the time of the attack. For example, you might attack the target from behind at close range, but through richchet or curving the throw, it appears to have come from in front of him from a great distance.

Mist on Water Attack
Cost: 3m per round; Prereqs: BaB 13, Stage 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Varies
Prerequisite Charms: Observer-Deceiving Attack
This Charm supplements an attack with a thrown weapon, and supernaturally cripples its target. The target of the attack cannot speak or cry out, and anything they do that would produce sound is muted. If they are killed by the attack, no one will notice their death until the Charm expires. The corpse usually stays standing, and a combination of circumstances, dramatic necessity and perfect timing and execution on your part keeps the target's companions from noticing the death.
This Charm can impose silence for Stage rounds, and you must pay 3 motes per round you wish to maintain the effect.

Falling Icicle Strike
Cost: 1m; Prereqs: BaB 13, Stage 3; Type: Reflexive(Your attack, after the roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms:Observer-Deceiving Attack
Surprise is at the foundation of all military undertakings. You strike with secrecy and rapidity, confusing and confounding your enemies.
After successfully hitting a target who is entirely unsuspecting of your attack (no suspicion you will attack, or is unaware of you), you deal double damage.

Triple-Distance Attack Tecnnique
Cost: 3m; Prereqs: BaB 5, Stage 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
You imbue your weapon with Essence, so that it flies true.
This enhances an attack with a thrown weapon. You spend 3 motes and triple the range interval of the attack. If you are Stage 4 or higher, you also ignore all negative penalties from environmental conditions, such as weather, but not cover.

Cascade of Cutting Terror
Cost: 5m; Prereqs: BaB 9, Stage 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Triple-Distance Attack Technique
Not even the most elusive demons coudl escape your judgement.
This Charm supplements an attack with a thrown weapon, filling the air with dozens or hundreds of duplicates of the thrown weapon. The target is considered flat footed against the attack, and you add the difference between your attack roll and their flat footed AC to damage.

Returning Weapon Concentration
Cost: - ; Prereqs: BaB 9, Stage 2; Type: Permanent
Keywords: -
Duration: -
Prerequisite Charms: None
You cherish your weapons.
This Charm gives you +12 on a d20 roll that, if successful, will reclaim one or more throwing weapons that you own, whether by yanking one back on a cord, snatching several up while running past, grabbing a knife from the lava's surface before it sinks, or snatching a weapon physically from an enemy who has stolen it. This does not benefit actions that are not directly physical, such as using persuasion, nor does it help you reach your weapon's location, such as crossing a hair-thin bridge to get to the weapon.
This Charm also stops thrown weapons embedded in creatures or objects from becoming stuck, so that the lightest pull can release a knife sheathed in a tree.

Call the Blade
Cost: 1m ; Prereqs: BaB 5, Stage 2; Type: Reflexive(Any time)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Returning Weapon Concentration
This Charm functions exactly as the Melee version of Call the Blade.

Spirit Weapons
Cost: 2m; Prereqs: BaB 13, Stage 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One encounter
Prerequisite Charms: Returning Weapon Concentration
You shape weapons from shadows, Essence, and light.
This allows you to create temporary throwing weapon, which costs 2 motes of Essence to create. The created weapon cannot be made out of a specific material or be enchanted, and must cost 20gp or less.
http://i.gyazo.com/c6f0cb0032621cc4a5801708bff2e54d.png



Name
Cost: ; Prereqs: War , Stage ; Type:
Keywords:
Duration:
Prerequisite Charms:

qazzquimby
2015-05-14, 01:02 AM
Reservin it up is what I'm doing

qazzquimby
2015-05-14, 01:03 AM
I have to convert great masses of charms, and have no idea how many characters that will take. 2 more?

qazzquimby
2015-05-14, 01:05 AM
Hopefully I don't end up with unused reserved posts, because that's always awkward.

qazzquimby
2015-05-14, 01:06 AM
You can all post now, I know you've been waiting patiently. Charms will come soon.

nonsi
2015-05-14, 10:00 AM
Hopefully I don't end up with unused reserved posts, because that's always awkward.

For the record, when editing a post, you have the option of deleting it.

nonsi
2015-05-14, 04:49 PM
Ok. At a cursory glance, seems like the Dawn caste should have at least 3/4 BAB, if not full BAB.
Also, 1/4 BAB (Twilight caste) is nonstandard and should be avoided.

qazzquimby
2015-05-15, 02:26 AM
Thanks very much, all BaB was meant to be edited out when attack increases were added in with Abilities. If you heavily focus attack related abilities you stay slightly ahead of full Bab, and if you are more conservative you get something more like 3/4. 1/4 was a silly typo, when I was changing from 3/4 to 1/2 :smalltongue:. Thanks for the feedback.

qazzquimby
2015-05-15, 03:53 PM
I do not think I reserved enough. (1/2)

qazzquimby
2015-05-15, 03:55 PM
SOLAR EXALTED
http://fc06.deviantart.net/fs9/i/2006/059/0/7/Exalted_signature_characters_by_kunkka.jpgThis is my attempt at making Exalted playable in D&D 3.5, without losing anything important, and while making it as compatible as possible. Power is scaled to more closely match a standard 3.5 group. For more exalted level games, it seems to be much easier to decrease the difficulty of obstacles than to buff players, by decreasing DCs and pruning back puny mortals.

Text with brackets after it, such as 5 minutes(encounter) indicates alternatives at the DM's choice, based on DM preference or whether 3.5 or pathfinder is being played.

The 1/2 BaB, few skills, and all bad saves, are because the abilities system will thoroughly buff most of those areas.

I left out bonus points during chargen to make level 1 a little less overwhelming. I'll add them back in if anyone thinks they're too significant, probably spoilered out as optional.
The most driven and potent people alive may be chosen as champions for the god of the sun. These champions are known as Solar Exalted, and only some hundreds can be maintained at a time. While the exalted of other gods tend to to have a specialization which they master undisputed, Solars feature the most raw energy and the widest array of abilities.

In most settings in which Exalted are significant, Solars once ruled the world through a golden age, but were gradually corrupted. They were usurped by other Exalted, and only recently emerged from imprisonment, and are viewed as monsters due to widespread propaganda.

Solar Exalted


Level
Base Attack Bonus
All Saves
Special


1st
+0
+0
Essence, Caste, Abilities, Virtues, Willpower, Charms, Stage I, Advancement


2nd
+1
+0
Advancement


3rd
+1
+1
Advancement


4th
+2
+1
Advancement


5th
+2
+1
Advancement, Stage II


6th
+3

+2
Advancement


7th
+3
+2
Advancement


8th
+4
+2
Advancement


9th
+4
+3
Advancement, Stage III


10th
+5
+3
Advancement


11th
+5
+3
Advancement


12th
+6/+1
+4
Advancement


13th
+6/+1
+4
Advancement, Stage IV


14th
+7/+2
+4
Advancement


15th
+7/+2
+5
Advancement


16th
+8/+3
+5
Advancement


17th
+8/+3
+5
Advancement, Stage V


18th
+9/+4
+6
Advancement


19th
+9/+4
+6
Advancement


20th
+10/+5
+6
Advancement



Essence (Ex): You gain an Essence score of 14, which has a modifier like traditional stats. All outsiders and elementals are considered to have Essence scores of 14 as well, and all other creatures have Essence scores of 12. In addition to this, you gain two pools of Essence points to spend.

Your personal Essence pool is Essence contained inside yourself, which you can spend without any side effects. Your personal Essence pool can contain 3*Essence mod+Willpower motes. You may also choose to treat your personal Essence as peripheral Essence, if you wish.

Your peripheral Essence pool is Essence you can channel from the world around you, and flares your anima when it is used, producing obvious visual effects. Whenever you spend peripheral Essence, add it to your current "peripheral Essence spent" for use with the table below. With the exception of the 1-3 mote degree, and the 16+ mote degree, each degree on the table lasts roughly 20 minutes, after which your peripheral Essence spent is reduced to the largest value of the next lowest degree. Your peripheral Essence pool can contain 7*Essence mod+Willpower+sum of all Virtues.



Motes of Peripheral Essence Spent
Effects


0
No visual effects. Caste mark is invisible.


1-3
Your caste mark glitters on your forehead and is visible from certain angles. Anyone who sees you can make a perception(spot) check DC 15, though this DC can be increased to the result of a disguise check. Stealth charms and concealing magic are uninhibited. This degree can last as long as an hour after you have stopped burning peripheral Essence.


4-7
Your caste mark burns brightly on your forehead, and will shine through anything placed over it. Anyone who knows of Solar Exalted can immediately identify you on sight. Stealth charms and the Night caste's ability to mute sensory impressions fail. You take a -4 to stealth(hide) checks.


8-10
You are surrounded by a great aura of light as a torch. Your caste mark is a bright and golden on your forehead. Stealth is impossible.


11-15
You are engulfed in holy flames that burn around you. Objects that come in contact with your aura may become bleached, as if left in the sun. You are visible for miles away, and produce light as daylight.


16+
You manifest your full anima banner. This is a personalized aura that reflects you specifically. A warrior might manifest a great beast that represents them, and a caster might project intricate magical designs that encompass all their works combined. This degree lasts only one round, but is maintained as long as you spend at least one peripheral Essence each round.



You regenerate 4 motes of Essence every hour while awake but unstrained, such as while walking or engaging in conversation, and 8 motes every hour while fully relaxed, such as while sleeping or in a trance. Personal Essence fills first, then peripheral Essence when personal Essence is full.

Caste (Ex): Each solar belongs to one of five castes, chosen during exaltation, when they take their first Solar Exalt level. The castes are as follows:


http://33.media.tumblr.com/avatar_652bdb1efa4d_128.png

Dawn:
Natural warriors and generals, they specialize in warfare, and can channel their Essence to appear terrifying.


Basic traits:
Fort and one other as good saves
+2 Hp per level
0+int skill points per level
Class skills: climb, jump, intimidate, survival, ride, swim, +5 others.
Anima Effects: By spending 10 motes of Essence, you can appear much larger and more terrifying for 5 minutes or until you end the effect. This also comes into effect for free if your anima is in the 11-15 mote degree. During this time, creatures that are not immune to fear cannot look directly at you. Creature's who's actions require them to face you must make a will save (DC 10+1/2level+Essence) or gain the frightened condition for a number of rounds equal to your level. You Deal +4 damage against creatures currently frightened this way.
Abilities: Archery, Martial Arts, Melee, Thrown, War.


http://i1179.photobucket.com/albums/x383/harmonious_Jade/zenith120dh3.png

Zenith:
Ideal priests and leaders, members of the Zenith caste have great perseverance, and can channel their Essence to punish creatures of darkness.


Basic traits:
All good saves
d10 HD
2+int skill points per level
Class skills: survival, perform, concentration, heal, climb, jump, intimidate, survival, ride, swim, +5 others.
Anima Effects: By spending 1 mote of Essence, you can burn a fallen creature that you touch, dissolving its body and sending its soul to the most appropriate upper plane. Bodies burned this way cannot ever be raised as undead.
Additionally, by spending 10 motes of peripheral Essence, you can glow with holy fire, and illuminate a 120ft radius around you as daylight for 5 minutes or until you end the effect. This effect also occurs for free if your anima is in the 11-15 mote degree. During this time, you add your Essence mod to damage against undead and outsiders from lower planes, and gain DR Essence/- against creatures of those types.
Abilities: Integrity, Performance, Presence, Resistance, Survival.


http://i1179.photobucket.com/albums/x383/harmonious_Jade/twilightw.png

Twilight:
Sorcerers, scholars, and savants, the Twilight Caste can channel their Essence as an emergency last resource to avoid damage.


Basic traits:
Will and one other as good saves
d6 Hp per level
4+int skill points per level
Class skills: Appraise, Concentration, Craft, Desipher Script, Heal, knowledge, spellcraft, use magic device, forgery, +5 others.
Anima Effects: Immediately after taking damage, you may spend 5*x motes of Essence to resist x*Essence mod points of damage. If your anima is in the 11-15 mote degree, this comes into effect automatically after taking damage as if you had spent 5 motes.
Abilities: Craft, Investigation, Lore, Medicine, Occult


http://i1179.photobucket.com/albums/x383/harmonious_Jade/night120kj0.png

Night:
Master assassins and spies, those of the night caste can easily hide powers to go unnoticed.


Basic traits:
Ref and one other as good saves
d8 Hp per level
4+int skill points per level
Class skills: Perception (Spot, search, listen), Balance, Disable Device, Disguise, Escape artist, forgery, stealth (hide, move silently), open lock, sleight of hand, use magic device, use rope, tumble, +5 others.
Anima Effects: When you spend peripheral Essence on charms, you may spend 1 additional mote per charm to treat the Essence as personal. If the charm is [Obvious], you must instead spend twice the normal mote cost for the same effect.
Additionally, by spending 10 motes of Essence you can extend your muted anima into your surroundings, darkening shadows and muffling sounds. This raises the DC for all perception(all) checks by your essence mod.
If your anima is in the 11-15 mote degree, this effect immediately ends, and your anima becomes unmuted. Your flared anima obscures all your distinguishing features though, making it impossible to identify you as the flared Solar with certainty.
Abilities: Athletics, Awareness, Dodge, Larceny, Stealth


http://cdn.obsidianportal.com/assets/109666/eclipse.png

Eclipse:
Diplomats and ambassadors, members of the Eclipse caste can sanctify powerful oaths, and learn any charm, giving unparalleled versatility.


Basic traits:
Will and one other as good saves
d6 Hp per level
2+int skill points per level
Class skills: Perception (Spot, search, listen), Bluff, Diplomacy, Gather information, handle animal, intimidate, perform, sense motive, speak language, +5 others.
Anima Effects: By spending 10 motes of Essence and 1 point of Willpower, you may sanctify oaths you witness so long as both characters engaged are touching hands. You may also use this effect for free if your anima is in the 11-15 mote degree. If one of the characters breaks the oath, they will suffer a critical miss or similar failure a number of times equal to your Essence mod, always at critical moments. How these happen are DM's discretion, though they are always the worst possible moment. This effect continues after your death.
Due to ancient pacts, fey cannot attack you unprovoked, though they can impede you, or try to provoke you into attacking so they can fight back.
You can learn charms of other Exalted or Fair Folk, though these charms cost twice as many Exaltation points to learn, and 2 more motes to use.
Abilities: Bureaucracy, Linguistics, Ride, Sail, Socialize.

Abilities (Ex): As well as gaining skills and other attributes as default for a class, Exalted gain abilities which give them level scaling benefits, and act as prerequisites for charms. Specialties increase an ability by 1 when the situation matches the specialty. In some cases a specialty may fit with an action from another ability. The specialty can be used with that ability if the DM deems it appropriate. Any single roll can receive the benefit from a maximum of one ability and one specialization.

Select 5 favored abilities, outside your caste abilities. These abilities come more easily to you.
Each ability starts at 0, and you have 28 points to spend to raise them, at a cost of one per point.
You must put one point in each of your favored abilities, and at least 10 in caste or favored abilities. No ability can be raised above 3 yet.

Dawn Abilities:
Archery: Add 1/2*Stage*Archery to all attacks with ranged weapons.
Specialties: Longbows, long range, wands, power bows, from horseback, siege weapons.

Martial Arts: Add 1/2*Stage*Martial Arts to all unarmed attacks or attacks or to certain weapons in place of Melee, Archery or Thrown, with DM permission.
Specialties: A specific martial arts weapon, unarmed fighting, being engaged with 3+ enemies, grappling, fighting in armor.

Melee: Add 1/2*Stage*Melee to all melee attacks.
Specialties: Spears, daiklaves, knives, polearms, fighting in formation, one on one combat, two weapon fighting, improvised weapons.

Thrown: Add 1/2*Stage*Thrown to all attacks with thrown weapons.
Specialties: Javelins, throwing knives, while running, long range, attacking from cover.

War: Add 1/2*Stage*War to all d20 rolls related to: knowledge of war strategy, tools of war, etc., leading large war groups, performing coordinated actions with others during combat, and performing maneuvers in mass combat.
Specialties: Tactics, strategy, small units, large armies, naval combat, military scouting.

Zenith Abilities:
Integrity: Add 1/3*Stage*Integrity to your Will save.
Specialties: Resist charms of a certain exalt type, spirit charms, fey, social persuasion, torture

Performance: Add 1/2*Stage*Performance to any perform checks you make.
Specialties: Improvisation, lyre, singing, storytelling, solo performances, dance, a specific culture, to a certain social class.

Presence: Add 1/2*Stage*Presence to Diplomacy and Intimidate checks.
Specialties: Persuasion, intimidation, interrogation, religious conversion, brainwashing, defying the established social order.

Resistance: Add 1/3*Stage*Resistance to your Fort save.
Specialties: Holding breath, enduring pain, resisting poison, resisting disease, going without sleep, moving while encumbered, in combat, extreme temperatures.

Survival: Add 1/2*Stage*Survival to your survival and handle animal checks.
Specialties: Train animals, cold climates, at sea, a specific environment, finding shelter, tracking.

Twilight Abilities:
Craft: Add 1/2*Stage*Craft to appraise checks and checks for up to Craft (the ability) Craft skills.
Specialties: Specific crafts, such as sword making, gem cutting, etc, appraisal of items.

Investigation: Add 1/2*Stage*Investigation to all gather information checks, and all d20 rolls in attempt to research something.
Specialties: Library research, conducting interviews, finding concealed objects, reconstructing events.

Lore: Add 1/2*Stage*Lore to up to Lore knowledge skills.
Specialties: Ancient history, geography, magic devices, religion, history, the realm.

Medicine: Add 1/2*Stage*Medicine to all heal checks and other d20 rolls in attempt to heal.
Specialties: Infections, specific diseases, broken bones, puncture wounds.

Occult: Add 1/2*Stage*Occult to spellcraft and knowledge(arcana).
Specialties: Supernatural etiquette, exotic cults, thaumaturgy, summoning, ghosts.

Night Abilities:
Athletics: Add 1/2*Stage*Athletics to climb, swim and jump checks, as well as d20 rolls in attempt to move through dangerous terrain or lift or carry heavy objects.
Specialties: Climbing, leaping, lifting heavy objects, running over uneven or slippery terrain.

Awareness: Add 1/2*Stage*Awareness to perception(search, spot, listen).
Specialties: Seeing in poor lifht, tracking, listening, sensing ambushes.

Dodge: Add 1/3*Stage*Dodge to reflex saves, and 1/2*Stage*Dodge to tumble checks and as a dodge bonus.
Specialties: Avoiding multiple opponents, animal attacks, on slippery or unstable terrain, while unarmed.

Larceny: Add 1/2*Stage*Awareness to sleight of hand, lock picking, and disguise checks.
Specialties: Lock picking, con games, a specific city, cheating at games, fencing stolen goods, disguise, scoring drugs, organized crime.

Stealth: Add 1/2*Stage*Stealth to stealth(hide and move silently) checks.
Specialties: In wilderness areas, in cities, ambush, camouflage, moving silently, hiding from pursers.

Eclipse Abilities
Bureaucracy: Add 1/2*Stage*Bureacracy to bluff and forgery.
Specialties: Bribery, commerce, bending rules, illegal business, a particular nation.

Linguistics: Learn one language for each point in Linguistics, as you gain those points.
Specialties:

Ride: Add Stage*Ride to ride checks and other d20 rolls in attempt to control a mount or vehicle.
Specialties: Simhata, small vehicles, in combat, in rough terrain.

Sail: Add 1/2*Stage*Sail to all d20 rolls in attempt to pilot or manage a sailing vessel.
Specialties: Open ocean, pursuit, flying vehicles, merchant ships, iceships, on ribers.

Socialize: Add 1/2*Stage*Socialize to diplomacy and sense motive.
Specialties: Sense motive, a particular culture, interacting with the upper class, lying.

Virtues (Ex): You have 4 Virtues, which are mechanical representations of aspects of your personality. Each Virtue is ranked 1-5, with 1 as a minimum. Having a high Virtue can lend you great strength when you act in the cause of that Virtue (through the use of Willpower, as described in the Willpower class feature). Conversely, having a Virtue of 3 or higher forces saves to act against that Virtue. You must roll VIRTUEd2 (or flip coins) and for every 2 (or heads), you must pay one Willpower to suppress the Virtue. Though DMs can enforce these checks whenever appropriate, it is recommended that players keep track of these checks honorably, since outside of an all Exalted game it will probably not be at the top of the DM's mind.

You have 5 points to distribute between the 4 Virtues, with each starting at 1. At this point, no Virtue can have a rank higher than 4.

Every Solar Exalted carries a curse from many ages ago, causing them to make rash, poor decisions at times. You must also choose a Virtue flaw, from a Virtue in which you have at least 3 points. Virtue flaws can be found on page 104 of Exalted 2E corebook, though a summarized version can be found here (https://www.scribd.com/doc/239015200/Exalted-Solar-Virtue-Flaws), and homebrew flaws can be found here (http://exalted.xi.co.nz/wiki/VirtueFlaws). Any mention of a scene can be taken to mean one encounter, or 5 minutes. It is recommended you work with the DM to make a flaw personalized to your character.

If you suppress the Virtue associated with your flaw using Willpower, you immediately gain one Limit towards the flaw. Every flaw also has a limit break condition. Whenever that condition is met, you must roll VIRTUEd2 (time for coins again) and add one point of Limit for each 2 (heads).

When your limit reaches 10, the next time your limit break condition is met (or immediately, if it is met), you immediately suffer a limit beak and reduce Limit to 0. For the duration listed with the flaw, you must act as dictated, choosing the default or partially controlled behaviors.

If you choose the default behavior, you release a great deal of tension, and gain Willpower equal to the flaw's Virtue, even if that would put your Willpower above its maximum.
Compassion:
Compassion measures how much you care about others, and are moved by suffering and injustice. Compassion inspires characters to fight corruption and help those in need. Someone with compassion takes no pain in watching others suffer and could calmly eat with decadence while watching others starve. Someone with compassion 3 is helpful when they can, and perhaps feels some guilt over what help they do not give. A character with compassion 5 might risk their life to save an enemy.

Compassion aids in: Protecting and helping the sick, weak, oppressed and innocent. Bringing justice. Fighting for or protecting romantic love.

You must fail a compassion check to: Kill a defeated foe. Ignore please for help from those in need. Ignore oppression or abuse. Publicly humiliate a friend.

Conviction:
Conviction measures how easily you can ignore suffering in yourself and others. High conviction gives characters great perseverance in times of hardships. Conviction does not make a character cruel, but makes them capable of doing cruel things in the name of a cause they believe in. A character with conviction 1 has great difficulty with hard choices and has trouble enduring the troubles in the world. A character with conviction 3 can resist torture to a degree, and is willing to take drastic measures if left no alternative. A character with conviction 5 can easily endure or inflict unspeakable torment.

Conviction aids in: Withstanding hardship. Making decisions where every option is horrific. Doing terrible things for an important cause. Regaining Willpower.

You must fail a conviction check to: Abandon a cause you have committed to. Give up in the face of hardship. Abandon companions in need for selfish reasons.

Temperance:
Temperance is a measure of your self control, and is used to deny impulses and resist temptations. A character with temperance 1 is hotheaded and reckless, perhaps with a fiery temper. A character with temperance 3 can keep cool during times of danger and resist a generous bribe. A character with temperance 5 is a paragon of self-denial, and can remain perfectly calculated during an exhilarating battle, or ignore an offer of their heart's deepest desire.

Temperance aids in: Resisting temptation. Holding your temper when provoked. Thinking clearly while intoxicated. Resisting mind affecting effects.

You must fail a temperance check to: Over indulge in food or intoxicants. Act impulsively. Break an oath.

Valor:
Valor measures your bravery in the face of danger, and is used to resist fear and stand strong in battle when outmatched. A character with valor 1 is a coward who will run from the slightest danger. A character with valor 3 can stand against a somewhat superior opponent without fear. A character with valor 5 might casually challenge an unbeatable foe.

Valor aids in: Heroism in battle. Resisting fear effects. Performing risky feats.

You must fail a valor check to: Turn down a fair duel. Flee from battle. Ignore an insult. Ignore a dare or challenge.

Willpower (Ex): You gain a Willpower resource which starts with a maximum equal to the sum of your two highest virtues. This maximum does not automatically increase as your virtues increase, but can be increased in other ways. A character with a Willpower max of 1 is mentally broken and extremely timid. A Character with a Willpower max of 6 has fair confidence in them self. A Character with a Willpower max of 10 has unshakable determination and stability.

You take a permanent -5 and +(2*current Willpower) to Will saves.

Many powerful charms require Willpower to be spent. Any amount can be spent this way.
You can also spend a maximum of 1 Willpower per round on one of the following.

+4 to a d20 roll, your AC or a save, before the roll. This roll takes no penalties for rolling a natural 1.
For each Virtue, a number of times per day(minor plot arc) equal to your points in that virtue, you can channel Willpower through that virtue. This adds +2*Virtue to a d20 roll, your AC, or a save, so long as the action you're attempting fits with the Virtue's theme.,
Force an additional Will save with a +4 bonus to break an ongoing mental effect.

You can regain Willpower in a number of ways, though the DM determines when and how much. If in a game with only one Exalted, it may be helpful to tell the DM when one of the suggested triggers happens, so they have less to think about. The following are the suggested triggers:

After an 8 hour rest, you may roll CONVICTIONd2(flip coins) and for every 2( or heads), regain 1 Willpower.
After making notable progress towards one of your long term goals, regain 4-8ish Willpower.
After completing a very difficult action, such as rescuing a friend, or defeating a powerful foe, regain 1-4ish Willpower.
After the completion of a minor story arc, gain full Willpower.
After suffering a Limit Break, gain points of temporary Willpower equal to the rating of the Virtue. This can be higher than your permanent Willpower, or even 10. You do not gain this if you partially control the Limit Break.


Charms (Ex):With the Advancment class feature, you can gain charms. Each charm has a cost such as 3m, 1wp, 100xp (3 motes of Essence, 1 Willpower, 100 experience points) which must be spent immediately for the charm to take effect.

The Prereq listing for Charms always require a minimum Ability and Essence value. The Essence value refers to the Essence mod required.

Except when formed into combos, as explained later, every charm can only be used if no other charm has been used since the last time your turn began.

Charms fall into 5 categories:

Simple charms take an action to use. Unless otherwise noted, this is a standard action, but action time can vary. If the action time is listed as 5 minutes, for example, consecutive full round actions must be taken for 5 rounds before the charm takes effect. Some action times are more abstract, such as a task you must complete before the charm comes into effect.
Supplemental charms enhance an action, and cost no additional action to use. Unless stated otherwise, the charm can only enhance actions related to the ability the charm belongs to (using a survival charm to aid in a hunt for food). In a full attack action, each individual attack counts as a separate action in regards to supplemental charms.
Reflexive charms can be triggered at any time including outside of your turn. While a reflexive charm can still only be used if you have not used another charm since the last time your turn began, a reflexive charm can be used any number of times in a round.
Extra Action Charms cost a standard action, and allow you to take some specified action.
Permanent charms are activated as soon as they are learned, and remain active at all times thereafter.


At no point can a single roll or statistic gain a bonus from Charms larger than 2*(Relevant Ability + Relevant Mod). For instance, if using a Charm that gives a variable bonus to AC, Dodge is 2, and Dex mod is 1, the bonus can never be larger than 2*(2+1)=6 at one time.

With the advancement class feature, you can combine Charms into Combos, which allow you to use all the combined Charms in a single round.

Most Charms have one or more keywords, as described here:
Combo-Basic: Can exist in a Combo with reflexive Charms, but not with any other kind.
Combo-OK: Can be placed in a Combo.
Counterattack: Takes place in response to an attack. You cannot use multiple counterattacks on the same attack, unless noted otherwise.
Mind Affecting: The Charm uses a mind affecting Effect.
Crippling: The Charm deals some kind of lasting damage.
Form-type: The Charm is a Martial Arts From-type Charm. You cannot use more than one Martial Arts From-type Charm at a time, and you must end the first before you can use another.
Holy: Has some extra effect against undead, fey, and outsiders from lower planes.
Illusion: The Charm uses some sort of illusion effect.
Knockback: The Charm knocks its target backward.
Obvious: Observers can tell that can tell that the effect is supernatural and have a rough idea of its effects.
Poison: The Charm uses a poison.
Shaping: Integrity and Lore Charms treat this Charm's effects as a Shaping effect.
Sickness: This Charm causes a disease or disease effect.
Social: This Charm is used during a social interaction.
Stackable: This Charm can be used multiple times and its effects are cumulative.
Touch: Requires a successful touch attack on its target to use.
Training: This Charm trains other characters, and requires an experience point expenditure from them. For every Exaltation point they would need to spend, they instead pay 1/20th of the experience required to take them to their next level.
War: Effects mass battle combat.

I have adapted a fairly easy method of understanding Combos from the original here (http://wiki.rpg.net/index.php/Exalted_Combos#Pay_to_Play).
All Charms must be have a duration of Instant
Charms with any other duration cannot be put in a Combo.

All (Instant) reflexive Charms are OK
Reflexive Charms do not have any other restrictions.

All Simple, Extra Action and Supplemental Charms must be from the same Ability
They must all interact if they are in the same Combo, and can only do that if they are from the same Ability.

You can only have one simple Charm in a combo, and you MUST use it
If the Combo you are using has a simple, you must spend an action using it.

You can only have one extra action Charm in a Combo, and you MUST use it
As the simple Charm, if you are using a Combo with an extra action Charm, you must use it.

If you have an extra action and a simple Charm in the same Combo, they MUST be compatible, and you MUST use the simple Charm on each extra action.
For example, if your extra action Charm grants standard actions to attack with, the simple Charm must make an attack, or they cannot be in a Combo together.

You can have as many supplemental Charms as you like in a Combo, but you MUST use them when appropriate
Unlike reflexive Charms, which can be used at any point during the Combo, and do not need to be used, supplemental Charms must be used whenever possible. For example, if you use a Combo with a Charm that supplements attacks, every attack you make must be supplemented by that Charm, which requires the Charm to be paid for each time.

If you have a simple or extra actions Charm in a Combo, any supplemental Charms MUST benefit those actions.
If the supplemental is from a different ability, works with a different kind of ability, or is otherwise incompatible, they cannot be in a Combo together

Finishing Touches
A designed Combo should have a cool name, and a unique visual aesthetic which can range from your weapon glowing, to the sun setting behind you as fire billows out your eyes and the ground blackens.

Initiating a Combo costs 1 Willpower
Afterwards, each Charm costs its normal amount to use.

You can active at Combo any time you could activate a Charm it contains
So long as you have not used a Charm since the beginning of your last turn, you can use a Combo at any time you could use a Charm within it. For example, if you have a defensive Charm that acts outside of your turn, you can use it, and then use the rest of the Charms on your turn.

One Combo per round
Since you cannot use a Combo if you have used a Charm since the beginning of your last turn, and Combos use Charms, one Combo per round is the limit.

Everyone is dead, but I still need to use the rest of my extra actions
Yes. Your flurry of bloodshed will not end for something so petty as the defeat of your enemies. You can attack the scenery for the rest of your Combo.

You can Combo Charms from different Martial Arts styles together
That's a thing you can do.

Stages (Ex): Abilities scale by level by multiplying by your current stage. You begin at Stage I, and your stage increases by 1 every 4 levels after (level 5, 9, 13 and 17).

Advancement (Ex): Whenever you gain the Advancement class feature, you gain 10 Exaltation points to spend on improving yourself. If your game utilizes heavy downtime, it is recommended to require the listed training time as well as an exaltation point cost, to add realism to the development.


Benefit
Exaltation Point Cost
Notes
Training Time



Improve Ability Score
Current mod*2
Cannot increase a score higher than your Essence score
(Current mod) months


Improve Favored or Caste Ability
(Current rating*2)-1
Minimum 1 (else use New Ability), cannot increase above 5
Immediate


Improve Out of Caste Ability
Current rating*2
Minimum 1 (else use New Ability), cannot increase above 5
(Current rating) weeks


Improve Essence
Current mod*4
Maximum of 20
(Current mod) months


Improve Virtue
Current rating*3
Does not increase Willpower, cannot increase above 5
Immediate


Improve Willpower
Current rating*3
Cannot increase above 10
Immediate


New Ability
3
-
3 weeks


New Specialty
3
Maximum of 3 specialties per ability, but you can buy the same specialty multiple times with stacking.
3 weeks


Favored/Caste Charm
4
-
(Minimum Ability) days


Out of Caste Charm
5
-
(Minimum Ability + Minimum Essence) days


Non-Solar Favored/Caste Charm
8
Eclipse Caste only
(Minimum Ability) weeks


Non-Solar Out of Caste Charm
10
Eclipse Caste only
(Minimum Ability + Minimum Essence) weeks


Spell (Occult favored/Caste)
4
-
(Spell Circle) weeks


Spell (Out of Caste Occult)
8
-
(Spell Circle) weeks


New Combo
(1/2)*(Sum of minimum Ability prereqs in all Charms in the Combo)
3*(Sum of minimum Ability prereqs in all Charms in the Combo)
(Spell Circle) weeks


New Feat
2
-
1 week






Incredibly useful Charm Trees (http://thor.divnull.com/pub/exalted/charmtrees-2e-20080624.pdf)


SOLAR GENERAL CHARMS
General Charms are always considered caste/favored Charms.

Every Ability has three Charms called Excellencies, listed below. The Charms enhance the Ability, and while none can be taken more than once, you can apply more than 1 of the Charms to the Ability. Solar Exalts also have 2 charms that modify excellencies, Infinite (Ability) Master, and (Ability) Essence Flow. These can be purchased once for each Ability, and apply to all that Ability's Excellencies.

First (Ability) Excellency -
Essence Overwhelming
Cost: 1m per +1d4 bonus; Prereqs: (Chosen Ability) 1, Essence 1; Type: Reflexive (Before a roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
You are known for your moments of brilliance.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. You can use this Charm before making a roll based on the chosen Ability to give it an untyped +1d4 bonus per mote spent. If the ability enhances a flat value, like AC, and that value is the target for an opponents d20 roll, you may instead use the +1d4 bonus to enhance the flat value for the purposes of that roll only.
This combo can never be used with Third (Ability Excellency) - Essence Resurgent.

Second (Ability) Excellency -
Essence Triumphant
Cost: 2m per +4 bonus; Prereqs: (Chosen Ability) 1, Essence 1; Type: Reflexive (Before a roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
You are known for your constant perfection.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. You can use this Charm before making a roll based on the chosen Ability to give it an untyped +4 bonus per mote spent. If the ability enhances a flat value, like AC, and that value is the target for an opponents d20 roll, you may instead use the +1d4 bonus to enhance the flat value for the purposes of that roll only.

Third (Ability) Excellency -
Essence Resurgent
Cost: 4m; Prereqs: (Chosen Ability) 1, Essence 1; Type: Reflexive (After a roll)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Those with this Charm recover easily from failure.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. You can use this Charm after making any Ability relevant roll, to reroll it, and take the better of the rolls. If the Ability enhances a flat value, and that value is the target for an opponents roll, you may instead reroll their dice, and take the worse of those rolls.

Infinite (Ability) Mastery
Cost: 2m per bonus, + 1wp; Prereqs: (Chosen Ability) 4, Essence 3; Type: Simple (Standard action)
Keywords: -
Duration: One Encounter
Prerequisite Charms: Any (Ability) Excellency
You are an infinite well of talent.
Choose an Ability when learning this Charm. This Charm can be taken once per Ability. For every 2 motes spent on this Charm, reduce the mote cost of the first three (Ability) Excellencies by one, to a minimum of 0, for the rest of the encounter. Exalted with Essence 3 can spend up to 6 motes on this Charm, while Exalted with Essence 4 or higher have no maximum. If multiple Excellencies are Comboed onto a single roll, only one is discounted.

(Ability) Essence Flow
Cost: - ; Prereqs: (Chosen Ability) 5, Essence 4; Type: Permanent
Keywords: -
Duration: Instant
Prerequisite Charms: Any (Ability) Excellency
Your Essence flows through you, and brings your intentions and actions into perfect harmony.
Purchasing this Charm allows you to use the First, Second and Third Excellencies as free actions that can be used outside of your turn, though they retain their costs. This means they do not count as using a charm against the normal restriction of one charm per round, and can be used during a combo.

Primal Fury
2015-05-15, 08:23 PM
I am really liking this. I've always wanted to try Exalted in a system that was more... ah... approachable. I will definitely be keeping an eye on this. How far will you be going exactly? Celestial Martial Arts? Sorcery? Sidereal Martial Arts?

qazzquimby
2015-05-16, 12:32 AM
I will stop when I die or it stops being fun. There is way more content to convert than life in my body (its on a similar scale to converting every dnd spell), but I will do what I can. Probably minimum of all core book solar charms and martial arts.

Amechra
2015-05-16, 02:22 AM
This is... not a good idea. But I have a feeling you already know this, so I'll move on. On that note, how does one defeat the Pacific Ocean? I mean, what is there to defeat?

What's the HD? I suggest putting that instead of "HP per level" (Dawn d10, Zenith d8, Twilight d6, Night d8, Eclipse d6, maybe?)



I must confess, I started reviewing this, got to Abilities, and stopped. Why? Because this is convoluted as heck; you're clumsily trying to slap a point-based system onto the d20 system, with a parallel progression track. The Anima Powers are only semi-functional, are overpowered, or scale really poorly. The Abilities are just numbers inflation which don't take into account interactions with other parts of the d20 system.

Let's say I'm a 5th level Solar Exalted; I've picked Dawn Caste, have brought Melee to 5 (that's 12 of my Exaltation Points). I've spent 8 points to increase my Essence to 16, and my charms are Melee Essence Triumphant, One Weapon Two Blows, Hungry Tiger Technique, Fire-and-Stones Strike, Peony Blossom Attack, Iron Whirlwind Attack, and Invincible Fury of Dawn. I have a +5 to attack rolls, and can make up to 6 attacks as an "Instant" action. Which you define nowhere; that's the biggest issue - you are pulling terminology from Exalted without, you know, actually doing any work vis-a-vis translating it to D&D/Pathfinder.



My biggest issue, though, is that you ported none of the stuff that actually makes Exalted potentially fun, just the mechanical cruft that hides that stuff. There's no stunting and no awesome setting, just the incredibly clunky mechanics. And no one played Exalted for the mechanics.

@Primal Fury: If you want Exalted in a more approachable system, Grod the Giant (http://www.giantitp.com/forums/showthread.php?258324-Exalts-and-Excellencies-playing-Exalted-using-Mutants-and-Masterminds-rules) did a hack for Mutants and Masterminds, and you can find countless conversions to Fate or the Cortex system with a simple Google search. Heck, there's a large (if a little old) list here (http://exalted.xi.co.nz/wiki/Wordman/AlternateSystems).

AmberVael
2015-05-16, 02:58 AM
On that note, how does one defeat the Pacific Ocean? I mean, what is there to defeat?

Like this:
Rama said slowly, "The ocean is arrogant, Lakshmana. It seems that in this age of the world, the pacific way of sama is ineffectual. Even the Lords of the elements have regard only for violence, and honor is to be had only from fear. Varuna does not understand my gentleness, or he should have stood before us by now. But since he seems to believe I am a weakling, whose prayers are not worth hearing, I will change my method.
"Bring me my bow, Lakshmana. Let us see what Varuna does when I make vapor of his waters with my astras, and all his fish lie heaving on an arid bed of sand. The vanaras will walk on dry land to Lank, where my Sita waits in anguish for me."

Quietly, Lakshaman fetched the bow and quiver. Rama stood forth on that shore like the fire at the end of the yugas. He folded his hands briefly to the ocean. Assuming the archer's stance, alidha, he fitted arrow after arrow to his bow, and they flashed whistling at the waves.

The sky grew dark as twilight. Thunder echoed in the darkness, and supernaturally vivid lightning divided the sky in jagged gashes. Rama's shafts of light and flames flew hissing into the waves risen like giant shields to meet them. His arrows pierced the waves as common barbs do flesh. In amazement, in fear, Lakshmana and the vanaras heard the ocean screaming above the roar of its tide, in a cavernous voice. They heard Rama roar like an angry god. They heard the report of his bowstring, again and again.

The earth shook. They sky was agitated and waves rose like mountains in the stricken sea, tall as Mandara or Kailasa. The monkeys lost their nerve at the awesome violence; most of them fled screaming up Mahendra. Rama stood like a flame himself on the shore. The ocean howled back at him in pain and fury. But the arrows raged from his hands, a river of fire in spate. Whales, sea serpents, and schools of brilliant fish leaped above the seething water in terror. But they could not escape; all the ocean burned. Hilly flames danced beneath its surface, in the belly of the Lord of waves.

A shocked Lakshmana fell at his brother's feet and clutched his hand. He cried, "Abandon this wrath, Rama! Return to the peaceful paths of our fathers. You can win this war without laying waste the sea."

From the dark sea there rose a great lament, and a hundred heavenly voices cried to the prince of light, "Rama, do not dry up the ancient sea."

But Rama heard neither his brother nor the supernal ones. He snatched his hand from Lakshmana, and the river of flames flowed again from his bow. In a terrible voice that was hardly his, gentle Rama roared, "Varuna! I will make a desert of you and the vanaras shall cross into Lanka over your dry corpse."

He paused his prodigious archery, then cried again, "I will consume you and the Patalas below you. All your denizens, fish, and whale, shark and timmingala, will lie rotting under the sun."

Then, standing like a burning rock upon the tempestuous beach, Rama invoked the brahmastra. It seemed earth and sky would crack open when he chanted the mantra to summon that weapon into his hands. The twilight of the world turned to a night of dread. The sun and moon strayed dizziliy from their orbits. At midmorning, stars twinkled down clearly on the earth. A thousand meteors scorched down into the hissing water. All the slow and stable elements seemed ready to come undone, at the very quick of themselves, where the grace of creation held them bound in time. Chaos verged on the world.

Gale winds from the sea uprooted knotted old trees and blew them about like wisps of straw. Streaks of lightning fell out of the heavens, their rutilant whiplashes seeming to begin in the stars. Woven into the roar of the storm rang the piteous cries of the beasts of the earth, among them Sugriva's vanaras. Lions and tigers whimpered like frightened cats, and great bears wept for fear in their caves. The weaker, gentler animals were in an absolute frenzy. They dashed about blindly, shrieking, but found no refuge from Rama's ubiquitous rage.

As Lakshmana watched in disbelief, the ocean receded from the shore; like a whipped cur the sea fled from Rama's fury. A yojana of dry seabed lay exposed, its pale expanse strewn with the piteous carcasses of its creatures. Dolphin and shark, great whale, whale-eating giant squid, and floundering fish of every hue and size all lay gasping their last on the desert of Rama's anger.

From this. (https://books.google.com/books?id=kEEXjAagUzsC) Book six, chapter seven "Rama and the Ocean."

Indian epics are so over the top. It makes them really fun to read. :smallbiggrin:

ace rooster
2015-05-16, 04:38 AM
I am really liking this. I've always wanted to try Exalted in a system that was more... ah... approachable. I will definitely be keeping an eye on this. How far will you be going exactly? Celestial Martial Arts? Sorcery? Sidereal Martial Arts?

The system is fine once you get the hang of it, the problem is the book layout. Fluff is mixed in with crunch and there is no quick reference. A quick reference sheet, precalculated dice pools, and charm cards will speed things up considerably. Getting into the habit of grouping dice into 5s when it is not your go likewise makes counting 22 dice easy. Keeping track of things is actually simpler than 3.5, where a wizard can have 30 different spells that produce different modifiers, have durations that need to be kept track of, affect some squares of the battlefield that need to be marked somehow, and has a dozen different ways of shutting down enemies that the DM needs to be able to deal with, or do something similar to a combat maneuver but following it's own rules... Before items.

I have to agree that this seems like a bad idea, and that you are going to end up with the worst of both worlds. Book keeping is doubled up and you lose most of the cool powerful stuff that solar exalted can actually do (Like killing the pacific ocean...wyld shaping having let in the fey, probably have to kill a few gods, could be done as a starting character, though you would probably have to deal with one of the lesser souls of Gaia). 'Perfect' defenses are really not in your system, being unable to stop a mook with a sleep scroll, and they are one of the real strengths of exalted mechanics (prevent rocket tag).

Primal Fury
2015-05-16, 07:36 AM
I will stop when I die or it stops being fun. There is way more content to convert than life in my body (its on a similar scale to converting every dnd spell), but I will do what I can. Probably minimum of all core book solar charms and martial arts.
While I don't agree that this is a bad idea, I will agree with Amechra that you could stand to clean up a few things to make it run a little more smoothly.

Also, I need to read the Ramayana cuz that sounds SICK.

nonsi
2015-05-16, 10:17 AM
I do not think I reserved enough. (1/2)

If you wish, I can delete my posts above yours to grant you 3 more posts to work with.

Xefas
2015-05-16, 01:48 PM
Also, I need to read the Ramayana cuz that sounds SICK.

You should!

Also, play Mythender (http://mythenderrpg.com/). It's free!

qazzquimby
2015-05-16, 01:49 PM
Thanks for all the feedback, you all came at once for some reason.

@Amechra

I get the feeling you don't like it.


On that note, how does one defeat the Pacific Ocean? I mean, what is there to defeat? It's a quote from during a game meant to reflect the ludicrous high power, tendency towards violence, and frequent lack of rationality. Plus I think its funny.


What's the HD? I suggest putting that instead of "HP per level" (Dawn d10, Zenith d8, Twilight d6, Night d8, Eclipse d6, maybe?) I was taking from the system used in the trissociate, but I'm not incredibly attached to it, and your suggestion is easier for the player.


I must confess, I started reviewing this, got to Abilities, and stopped. Why? Because this is convoluted as heck; you're clumsily trying to slap a point-based system onto the d20 system, with a parallel progression track.
The Abilities are just numbers inflation which don't take into account interactions with other parts of the d20 system. I agree, the Abilities are by far the worst part of the conversion. I had been leaving them out (They all have d&d reflections already), but that became basically impossible when it came to Charms. Do you have any suggestions? I figured forcing Abilities into the system would be easier than reorganizing all Charms.


The Anima Powers are only semi-functional, are overpowered, or scale really poorly.That's something I need to back to fix, but thanks for the reminder. The recurring problem with compatibility is Exalted starts at high power and then slopes up slowly, while d&d start at baby power and ascends quickly. That's what the clunk "stage" progression is supposed to help with, but I forgot to do anything about Anima Powers.


I have a +5 to attack rolls,
You have a 1/2 BaB, meaning you have +8 to attack rolls (only melee) while anyone with full BaB adds +5 to all attacks.


and can make up to 6 attacks This is a problem, yes. Many Charms lend such power, that dropping them even outside a Combo is too much. I'm not sure how to deal with that, short of rebalancing Charms by hand (I have less faith in my abilities than the designer's) or squashing their resources so they can't bomb, but that will get very restrictive fast, and would require they regain the resources faster which is more to change.


as an "Instant" action. Which you define nowhere; What costs an instant action? You were referring to Iron Whirlwind Attack for the 6 attacks, yes? It costs a standard action, and says so in type, like all Charms that cost an action to use. Instant is a duration, which traditionally means instantaneous, or without a duration. Does that need to be defined somewhere? All other durations are even more straight forward, like until the beginning of your next turn, or for one encounter.


that's the biggest issue - you are pulling terminology from Exalted without, you know, actually doing any work vis-a-vis translating it to D&D/Pathfinder.That's unfortunate, because I've actually spent a lot of time trying to convert each term to D&D/Pathfinder without losing meaning or creating rules issues. Can you point out any more that I missed?


My biggest issue, though, is that you ported none of the stuff that actually makes Exalted potentially fun, just the mechanical cruft that hides that stuff. There's no stunting and no awesome setting, just the incredibly clunky mechanics. And no one played Exalted for the mechanics. Is stunting particularly important? I thought it was just a method of rewarding roleplay, and I'd get to it later. Setting I'm mostly leaving out to make the class more compatible with existing settings, and I'm pretty bad at the dramatic writing style fluff requires.
I had actually thought machine-gunning arrows out of your bow and other Charm silliness was the fun part.

Thank you very much for all the feedback, and I hope you have ideas for improvement.

@Ace rooster

Book keeping is doubled upI think this is mostly the stupid Ability system. If that can be fixed, the only new book keeping will be virtues and Willpower and things, which I think are very worth it.


and you lose most of the cool powerful stuff that solar exalted can actually do (Like killing the pacific ocean...wyld shaping having let in the fey, probably have to kill a few gods, could be done as a starting character, though you would probably have to deal with one of the lesser souls of Gaia). Should this be finished and in a fun and playable state, and I am not dead, I intend to post a variant that runs at full exalted power, which should make all of those things possible when combined with the full exalted setting.


'Perfect' defenses are really not in your system, being unable to stop a mook with a sleep scroll, and they are one of the real strengths of exalted mechanics (prevent rocket tag). There is one perfect defense Charm, but I haven't got to the rest yet, if that is what you mean.

@nonsi I considered that, but we'll get there when we get there. Given that this is eating whole days of my time, I may not finish core :/

Amechra
2015-05-16, 05:48 PM
I don't like it as an implementation thing. (Though I do really like the quote. It makes me giggle when I see it.)

Alright, my suggestions; if I suggest two skills, then use the one with higher ranks:

1. Base Charm prerequisites off of skill ranks or BAB. Something like...


Dawn Abilities
Melee, Archery, Martial Arts, Thrown: BAB. Did you expect anything different?
War: Knowledge (Tactics).


Zenith Abilities
Integrity: Autohypnosis
Performance: Perform (Any).
Presence: Intimidate
Resistance: Concentration
Survival: Handle Animal, Survival


Twilight
Craft: Craft (Any)
Investigation: Investigation (Gather Information, Sense Motive)
Lore: Knowledge (History)
Medicine: Heal
Occult: Knowledge (Arcana)


Night
Athletics: Athletics (Climb, Jump, Swim)
Awareness: Perception (Spot, Search, Listen)
Dodge: Tumble
Larceny: Sleight of Hand
Stealth: Stealth (Hide, Move Silently)


Eclipse
Bureaucracy: Knowledge (Nobility and Royalty)
Linguistics: Speak Language
Ride: Ride
Sail: Profession (Sailor)
Socialize: Diplomacy

Your Skill List consists of your Caste abilities, one ability off another Caste list, and five other skills of your choice. Adjust the Chassis for each Caste to match.



Stunting was the fun of Exalted. Otherwise it would have been a really terrible superhero RPG with a great setting.

qazzquimby
2015-05-16, 06:12 PM
I like everything I see. I take it abilities no longer inflate numbers, and are now just for prerequisites? Meaning Good saves and Bab would be granted by caste?

I will integrate stunting immediately!

Thank you for your help :smallsmile:

AmberVael
2015-05-16, 06:17 PM
Also, I need to read the Ramayana cuz that sounds SICK.

:smallbiggrin:
Keep in mind that the version I quoted there is a retelling rather than a straight up translation- like many myths, Indian Epics have their own archaic literary oddities that can make them more difficult for a modern audience. What I recall of reading the source material, the Indian epics (mainly thinking Ramayana and Mahabharata here) have a LOT of "he said she said I said that he said she said that once upon a time" recursion going on in them that gets all the more confusing since half the time they'll pause in the midst of one story to tell another story that relates to the current story.

Ramesh Menon's retelling that I quoted is all kinds of fun to read though. Errs towards purple prose, perhaps, but its way more interesting than some of the alternative styles. I highly recommend it, especially if you like stuff like Exalted. When I can seriously say the phrase "and he rode an invincible flaming tiger chariot" then you know its entertaining.


Stunting was the fun of Exalted. Otherwise it would have been a really terrible superhero RPG with a great setting.

I find this claim to be rather odd. Generally I never found that stunting was a terribly relevant aspect of Exalted- its mechanics are rather plain and don't add much to the system that couldn't be done in another, simpler way, and the rest of it just gives the players flavor license, which should really be the default state of a roleplaying game anyway. I find things like M&M's hero points or Fate's aspect/fate point system to be far better and much more influential mechanical/narrative devices than the rather lackluster stunt system of Exalted.

So what is it that you're seeing as so vital and important about stunting? You've pointed to it as being really important and good, but not really explained why yet, and its value doesn't seem to be as apparent to everyone else.

Amechra
2015-05-16, 07:35 PM
Sure, it doesn't look like much now, but Stunting was pretty unique when Exalted first came out, and you can see similar rules in a lot of modern games. I was... engaging in hyperbole. I apologize.

Oh, and I had misread that "Instant" as the action required. Whoops. I'll retract my (fallacious) criticism about terminology.

That +5 was on top of the normal bonuses from BAB, Str or Dex, and circumstances. I noted it separately because there are effects that can wholesale replace your BAB.



But anyway, I just realized that I haven't mentioned why this is a bad idea. And that comes down to something called BESM d20.

You are doing exactly what BESM d20 tried to do; namely, you're trying to shove one game system into another with extremely different assumptions while making the minimum number of concessions. The end result is going to be something severely unbalanced - note the fact that you can potentially get 6 attacks as a Standard action at 4th level (Elf Solar Exalted 4), with no information about whether or not you apply any penalties to them (so by default, no penalties are applied.)

Heck, you can get it even earlier, thanks to Peony Blossom Attack! You just need to be willing to nova (12 Essence? Actually not that much.)

Besides game balance issues, there's the fact that your class... isn't well designed. The buy-in is much too high - let's compare a 1st level Solar Exalted to a 1st level Wizard to a 1st level Incarnate to a 1st level Psion. Let's pretend that all 4 people are total newbies to D&D, and are building their characters together.

A 1st level Wizard picks their Familiar off a list of 10 options; if you don't know which one is super good, you just pick an animal you like. Then they pick a school to specialize in (which is strictly optional), and 3 + Int modifier 1st level spells. That's going to be 6 to 8 spells, at worst, off a relatively short list (you can restrict your choices to just the spells in the SRD, in which case you pull from about 40 options, all of which have clear, no-nonsense names.) There. Pick your feats and skills, and you're done. The only thing about spellcasting they need to know straight off the bat is how preparing spells works, which can usually be explained in about ten minutes.

A 1st level Incarnate picks their Alignment, picks their feats and skills, and they're done. The only thing they need to understand is the limit on how many Soulmelds they can have shaped and where (and how) they can stick their one point of Essentia. Still takes maybe 20 minutes if you get someone to explain it to you, and hey! If your Soulmeld choices suck, you can just pick different ones tomorrow!

A 1st level Psion picks a bonus feat off a relatively short list, and picks their Discipline off a list of six options. Then they pick their three powers known, and they're done except for feats/skills. They just need to remember how spending power points works; pretty simple, because they have three powers to deal with.

A 1st level Solar Exalted picks a Caste from a list of 5, adjusts their class chassis based off that choice, allocates 28 points between 25 different abilities (a process with several restrictions), distribute 5 points between another set of 4 abilities, get referenced to a corebook for an RPG they might not even own (with suggestions of customization right off the bat), get one resource pool, get a second resource pool that is recovered in a completely different way than the first, and then you get ten points to throw at a large category of things, including Charms. Said Charms require that you cross-reference other areas of your character sheet to see if you qualify for any of them. Then you have to pick your feats and skills. They need to keep the rules for Charms in front of them, because they reference terms that aren't found anywhere else in the system.

One of those options is vastly more complicated than the others; the only reason it stands out so much is that you are porting in background systems from another game with very different mechanics. There's none of the flexibility you see in other mechanically complicated classes, where you can repick any of your bad choices. Here, you're kinda just tossed in and told to teach yourself to swim.



I mean, let's take a look at a different attempt to port the Solar Exalted to the d20 system.

First, you have Xefas' Solar Hero (http://www.giantitp.com/forums/showthread.php?240706-3-5-The-Solar-Hero-%28Doing-Heroic-Things-Without-Magic%29). Then you have his Sun Hero (http://www.giantitp.com/forums/showthread.php?266809-The-Sun-Hero-%28Non-Magical-Badass-2-0%29-25-Complete). And his most recent "attempt", the Anakitos (http://www.giantitp.com/forums/showthread.php?403561-3-5-quot-Hail-to-the-Gods-of-Creation-Hail-to-the-King-of-the-World-quot). I invite you to read them and consider them.

And with that, I'm done; enjoy the thread, folks.

Xefas
2015-05-16, 08:35 PM
I find things like M&M's hero points or Fate's aspect/fate point system to be far better and much more influential mechanical/narrative devices than the rather lackluster stunt system of Exalted.

Personally, I still haven't found a system I like more, in general, than Fate. Things like Free Market and Apocalypse World are probably better designed, but I feel like they require a firm cognitive commitment. They're gonna be super awesome, but the entire group needs to put in effort. Fate is just like... sit down, boom, awesome story.



I mean, let's take a look at a different attempt to port the Solar Exalted to the d20 system.

First, you have Xefas' Solar Hero (http://www.giantitp.com/forums/showthread.php?240706-3-5-The-Solar-Hero-%28Doing-Heroic-Things-Without-Magic%29). Then you have his Sun Hero (http://www.giantitp.com/forums/showthread.php?266809-The-Sun-Hero-%28Non-Magical-Badass-2-0%29-25-Complete). And his most recent "attempt", the Anakitos (http://www.giantitp.com/forums/showthread.php?403561-3-5-quot-Hail-to-the-Gods-of-Creation-Hail-to-the-King-of-the-World-quot). I invite you to read them and consider them.

To throw in my two cents, my Mythos classes, like the Anakitos, are a result of finding the Solar Hero and Sun Hero (and, before that, the Tons O' Disciplines method) way of doing things too fiddly, cumbersome, and time consuming. Which is saying a lot, considering how fiddly, cumbersome, and time consuming my Mythos stuff is. :smalltongue:

qazzquimby
2015-05-16, 10:28 PM
I noted it separately because there are effects that can wholesale replace your BAB. Whaatt? I was certainly not thinking of that at the time.


you're trying to shove one game system into another with extremely different assumptions while making the minimum number of concessions.This is indeed a problem. The main broken assumption I note, in Exalted you can have an extremely powerful attack that always hits, and its still kind of risky to use, because there is a fair chance your opponent has infinite defensive capabilities. I'm not entirely sure how making 6 attacks in the space of one attack was balanced against its cost in Exalted. Is there a reason that wouldn't insta-win the battle?


Let's pretend that all 4 people are total newbies to D&D, and are building their characters together. While setup will take a long while, I am not exactly tailoring this class as an easy introduction to roleplaying games.


Fate is just like... sit down, boom, awesome story.Having never read or played it, what aspects do you think cause that?

AmberVael
2015-05-16, 10:45 PM
Having never read or played it, what aspects do you think cause that?

Hehehe. Aspects.


As it happens, I'd say the mechanic of Fate called 'Aspects' is what really makes it so easy and yet so versatile. Rather than focusing so much on a massive list of predefined stats, a Fate character derives a lot of their unique skill and capability from Aspects- short phrases that describe the character which you can leverage to gain mechanical advantages (or disadvantages, actually).

Just to give an example, my first Fate character was a secret agent for a supernatural focused organization. She was a vampire and a demolition's expert. I wrote the following phrases to serve as her aspects, among others:

Cool While ON Fire
"Oh right, I'm dead"
Just Add Thermite

By spending a point from a pool (fate points) you can 'invoke' your aspects, either adding a bonus to a roll related to that aspect, or allowing you to reroll that roll, or even causing some kind of narrative effect (for instance, I might invoke Just Add Thermite to say that my character has some explosives hidden away despite her apparently being out of them). The exact ways you can use aspects tends to differ between the Fate systems (there are a LOT of variants out there), but the basic mechanic spans all of them, and allows you to very quickly generate unique and interesting characters since all you have to do is write up clever or funny lines about them- and cool narratives and stories tend to naturally spring up from the aspects in play, offering ways that things can go wrong (or just interesting) due to their peculiar quirks.

Aspects apply much more broadly than just characters too. They can define situations (Aspect: EVERYTHING IS ON FIRE), places (Aspect: Foreboding Ancestral Crypt), or even game themes (Aspect: Something Rotten In The State Of Denmark).

Xefas
2015-05-16, 10:57 PM
Having never read or played it, what aspects do you think cause that?

The main thing is Aspects and Compels.

Every character has a set of Aspects; things they have decided are the most important things about their character. They can be good things, like 'Genius Billionaire Playboy Philanthropist', bad things like 'Crippling Alcoholism', or sort of both, like 'Hardheaded'. As a GM, this is amazing, because by looking at your players' Aspects, you know exactly what they want to see tonight. Fate is a game where you prepare nothing as the GM. You look at everybody's Aspects, put them into a charged situation, and then start Compelling those Aspects. Fairly quickly, the players start running away with the plot, and new conflicts start practically writing themselves. Conflicts that the players are already predisposed to have an emotional attachment towards, because a mechanic of the game is to tell you what they want to see.

Compelling is offering a player a Fate Point in exchange for doing something suboptimal, based on an Aspect. How many times have you seen a player put a tragic flaw on their character, and then never play that tragic flaw because it sounded cool in theory, but was just too difficult to pull off in actual play? Well, every time someone's flaws get in their way, they get Fate Points to compensate. And Fate Points are awesome! They can have huge effects, both numerically and in the ability for the player to spend one and take the reigns of the plot for a moment, writing in details, or pushing NPCs into certain actions.

But, when you spend a Fate Point to do something cool, it also has to be based off an Aspect. The end result is that characters end up being very awesome and very flawed, and both in ways that are exactly how the player wanted. No more 'I meant to build a kickass swordsman with PTSD but wasn't system savvy enough to make it happen, so now I'm not having fun'.

qazzquimby
2015-05-17, 02:10 AM
Is there any reason those can't be houseruled into any D&D? That sounds pretty much compatible with anything.

Also, for people more familiar with Exalted, what are the main differences in game assumptions? I believes that global tweaks could make the original Charms compatible with D&D by correcting for the differences. The important question is if those global tweaks will leave the work playable.

Xefas
2015-05-17, 02:26 AM
Is there any reason those can't be houseruled into any D&D? That sounds pretty much compatible with anything.

Because there's no reason to? Fate Core has a free online SRD. (http://www.fate-srd.com/) Why not buy your filet mignon and then eat it at a McDonalds.

For some people, the four-hour-long riffling-through-fifteen-books-for-esoteric-minutia character creation, and the two-hour super granular grid-based combat-where-half-the-people-at-the-table-have-pulled-out-their-cellphones-because-gods-damn-nothing-has-happened-in-fifteen-minutes are a feature of D&D and not a bug. For everyone else, Fate is just going to do your D&D better in every way.

Also, it can pull off Avatar bending battles super easily, which would make it an A++ in my book if nothing else.

AmberVael
2015-05-17, 02:41 AM
Is there any reason those can't be houseruled into any D&D? That sounds pretty much compatible with anything.
While Fate is designed such that a flat bonus to any given check is pretty much equal to a flat bonus on any other given check, D&D bonuses don't have nearly the same level playing field (would you rather have a bonus to attack, a bonus to a climb check, or a bonus to your caster level?). Also, you'd really need to take something out of D&D if you wanted to put Aspects in- adding free bonuses to everyone will wreck with a lot of assumptions unless those bonuses are small (in which case they become irrelevant). Aspects work in Fate because they are a major player on character sheets, and there's really no space for that in D&D as it stands.
Plus it just clutters up the system, and D&D really doesn't need more complication and fiddly bonuses and clutter.


Also, for people more familiar with Exalted, what are the main differences in game assumptions? I believes that global tweaks could make the original Charms compatible with D&D by correcting for the differences. The important question is if those global tweaks will leave the work playable.
Honestly I think the best method is to port Exalted into D&D mechanics and terms far more wholesale than you're doing right now, working Exalted concepts more than their exacting details. There are plenty of existing D&D mechanics that could really be used to represent Exalted ideas, its just a matter of using them. As is, you're trying to cling too much to the source material, which is only harming your attempt.

In short, the main difference you're ignoring right now are the D&D mechanics. Toss out things like willpower and virtues and abilities. If you want to do something willpower like? Use a will save, or maybe a concentration check. Abilities? Skill checks, attack rolls, armor class- whatever is appropriate. Virtues? Stop and rethink your life because virtues were a terrible idea.

Primal Fury
2015-05-17, 08:40 AM
Virtues? Stop and rethink your life because virtues were a terrible idea.
Bonuses to rolls that resonate heavily with your alignment?

qazzquimby
2015-05-17, 01:06 PM
I know d&d, and 3.5 in particular, is not a very good system, but I am extremely fond of its homebrew. Using various fixes and other tweaks, I believe it can play like any other game and become compatible with any other content, which was the reasoning behind the exalted conversion in the first place.


In short, the main difference you're ignoring right now are the D&D mechanics. Toss out things like willpower and virtues and abilities. :C
I will make virtues optional, and make having Willpower effect your will saves optional. I think Willpower should exist as a resource for Charms if nothing else.

If we ignored all else in the system and were just converting Charms into maneuverish things, what would have to be changed?
Note that the frequently mentioned 6 attacks as a standard action would only become available at level 17ish in the new version.

Zale
2015-05-18, 03:29 AM
I feel like abilities can at least be kept as categorization tools.

It's just that things like Melee would become categories of charms rather than skill-like things that have charms associated with them.

I do want to slightly echo some people with this being too much for a single class. I feel like some things (Such as virtues and willpower) if applied should be more along the lines of external additional rules rather than actual class features.

qazzquimby
2015-05-18, 12:53 PM
I'm more or less removing (to the extent of making optional) everything but Charms and the most basic Ability system possible to act as prerequisites without adding any new elements.

What I need help with, before I can make any major changes, is how the Charms as a whole can be modified to be ok. Perhaps the level scaling will be enough.
Charms that require (Ability) 1 can be taken at 1st level
(Ability) 2, 5th level,
(Ability) 3, 9th level,
(Ability) 4, 13th level,
(Ability) 5, 17th level,

qazzquimby
2015-05-19, 03:13 PM
The whole system is now rebalanced off the magic of extreme level requirements. Most stupid things will have to wait until the game is already stupid.

Zale
2015-05-20, 12:46 AM
You may want to put the bit about stages before everything else.

Also: Now most BAB linked charms can't be accessed until level 7+, and there are some that the Solar can't get without being Epic level. Is that intended?

qazzquimby
2015-05-20, 01:43 PM
Level 7 is probably too long, considering how few Stage 1 Charms exist. It is meant to be balanced to favour the Dawn caste for attacking abilities, since they have full BaB, with the downside that they have virtually no class skills, heavily restricting their access to the other disciplines.

Access is currently like this:

BaB Charms (Have full BaB or you don't. If you don't, you get a )


Stage
Dawn Access Lvl
Others Access Lvl


Stage 1
1
2


Stage 2
5
7


Stage 3
9
12


Stage 4
13
18


Stage 5
17
-



Skill Charms (On top of caste skills, you can choose 5 others. You basically can't take charms that aren't class skills.)


Stage
Class Skill Access Lvl
Cross Class Skill Access Lvl


Stage 1
1
2


Stage 2
5
10


Stage 3
9
18


Stage 4
13
-


Stage 5
17
-



As it stands, I think only Dawn caste will be played, since combat is such an important part of the game.

Additional problem, Exalted normally starts at Essence (renamed Stage) 2, which probably explains why there are so few Stage 1 abilities.
Starting the players at Stage 2 would make the progression even choppier than it already is, which is kind of crazy.

Possible solution of changing the required numbers so that the two groups can take the Charms on average at 5,9,13,17, but that will produce some pretty low numbers for those enabled, and still some very high ones for those who aren't.