Jormengand
2015-07-10, 06:31 PM
The Splitsoul
Some people are good warriors. Others are good thieves or good magi; almost any have some contribution to the field of battle. But there are some, known as split-souls, who could never just be one thing; they fracture their soul into pieces to follow all their chosen paths at once.
A split-soul is a great character for a solo game, or you might consider allowing multiple people to play a single split-soul.
The Splitsoul
Level
BAB
Fort
Ref
Will
Special
Aid Bonus
1st
+0
+0
+0
+0
Twin Aspects
1
2nd
+1
+0
+0
+0
Share Spells
1
3rd
+1
+1
+1
+1
Third Aspect
2
4th
+2
+1
+1
+1
Autonomy (Five-foot steps)
2
5th
+2
+1
+1
+1
Fourth Aspect
3
6th
+3
+2
+2
+2
Sensory Merging
3
7th
+3
+2
+2
+2
Autonomy (Single moves)
4
8th
+4
+2
+2
+2
Swap Step
4
9th
+4
+3
+3
+3
Sudden Release (Move)
5
10th
+5
+3
+3
+3
Autonomy (Double-moves)
5
11th
+5
+3
+3
+3
Grant Action
6
12th
+6/+1
+4
+4
+4
Sudden Release (Swift)
6
13th
+6/+1
+4
+4
+4
Autonomy (Run or withdraw)
7
14th
+7/+2
+4
+4
+4
Drop Dead
7
15th
+7/+2
+5
+5
+5
Sudden Release (Immediate)
8
16th
+8/+3
+5
+5
+5
Autonomy (Act normally)
8
17th
+8/+3
+5
+5
+5
Rest Return
9
18th
+9/+4
+6
+6
+6
Sudden Release (Free)
9
19th
+9/+4
+6
+6
+6
Autonomy (Aspect Possession)
10
20th
+10/+5
+6
+6
+6
Collective Amalgam
10
Special: Cannot be a Dvati.
Alignment: Any
Hit Die: 1d4
Class Skills:
The class skills of the split-soul (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (Religion) (Int) and Profession (Wis). They also inherit the class skills of their aspects.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Splitsouls are not proficient with any type of weapon or armour, but otherwise receive no particular penalty for attempting to use them any more than any other non-proficient person might.
Twin Aspects (Su/Ex, See text)
At first level, a splitsoul shatters their soul into two pieces.
In their "Normal" form, a splitsoul is essentially useless: they get their d4 hit die, all bad saves, bad base attack progression, and 2+INT skills per level. They gain the class skills of their chosen aspects, but apart from that, they do not benefit from their aspects' existence.
A splitsoul may release one or more aspects as a standard action, though this does not use up any of the Aspects' standard actions. The aspects must move out of the splitsoul's square or squares (unless they're small enough to fit in the same square), though a five-foot step can do this if the splitsoul and their aspects are medium or smaller. An aspect who takes up less space than the body chooses a location from within the body to originate, and must (usually) move from there. If the aspect is larger than the body, then the aspect must be released such that the body is entirely within the aspect, and then move from there. As aspects are usually the same size, these two exceptions are rare.
The Private Lives of Aspects
Being a fragment of someone's soul isn't an easy job, especially when you spend much of your life in hiding. That said, there's no real reason that an aspect can't get up and walk around, even meet new people, so long as they stay within medium range of the body - while most people adventure for fame, money, or power, an aspect probably adventures for an extra ten feet of personal space!
Fortunately, the fact that aspects always hang around, although not by choice, with the other aspects soon becomes fairly normal to those who associate with them, and a few hundred feet is room enough for privacy. Then again, some aspects form very deep relationships with the other aspects with whom they share a body. Some of these relationships are sibling-like, and yet others are romantic or even sexual in nature - fortunately, the aspects are physical enough for this activity.
Similarly, aspects often form long-lasting relationships with others. It's not uncommon, though, for someone to be in a relationship with multiple, even all, of a single body's aspects at once.
Aspects can disappear by moving back into the body, or the splitsoul can recall all of them as a free action, but for as long as one or more aspects is released, the splitsoul cannot take actions with their body. If the body is attacked, the splitsoul must take a concentration check as though damaged while casting a spell, or the aspects return to the body, requiring another standard action to remake.
Aspects are tricky things. Because they are fragments of souls, and your soul does not disappear in an antimagic field or dead-magic zone, aspects are themselves considered extraordinary, but the ability to release them (but not recall them, which is also extraordinary) is considered supernatural. When released, they move and act like a normal creature the moment they are outside of their body. An aspect has the same race (and therefore types and subtypes) as the body, but not only is it possible that it is a different gender (and therefore sex: aspects are idealised forms of their own soul fragments) has its own ability scores, determined in the same manner as those of its host. For example, if you use the "32 point buy" method to determine ability scores, a body might have STR 12, DEX 14, CON 18, INT 10, WIS 10, CHA 10. Its mage aspect might have STR 10, DEX 14, CON 16, INT 16, WIS 10, CHA 10. Aspects follow all the normal rules for character advancement, (meaning they choose their own feats, traits, flaws, and so forth) but their "Classes" are considerably weaker than those of normal characters, and they face multiple extra penalties.
An aspect's hit points are reduced to half of their normal value. They take a -4 penalty on D20 rolls except those made as a reaction, such as saving throws, and a -4 penalty on spell save DCs. This is, however, made up for in their numbers; quantity has a quality all of its own. At first level, two aspects are generated; at third, a third aspect; at fifth, a fourth.
Aspects can wield, wear and otherwise use magic items, and further, any magic item worn by the body can be used by all aspects - many splitsouls wear items increasing their constitution, dexterity, and saving throws, while leaving their aspects to equip items such as the Monk's Belt and Orange Prism ioun stones. Regardless of what the weapon, armour, or shield might have to say about it, none of these items ever work for aspects, in any capacity mundane or magical, when equipped by the body, but rings, boots, amulets, cloaks, and so forth, do unless the item's presence is a prerequisite for its functioning (such as Wings of Flying). These items affect aspects normally when equipped by them, though. An aspect's magical gear is stored away when that aspect is recalled, and they take that equipment to a higher (or perhaps lower) place if the body is slain.
If an aspect is reduced to zero hit points, it just disappears along with anything on its person and anything it's holding (short of a creature or part of an object of great magnitude, anyway), as it does if the body is slain. It also disappears (but can be summoned anew) if it goes further than 100 feet + 10 ft/level from the body, is recalled, or is returned to the body. If the body is killed and resurrected, the souls can also be summoned anew.
A splitsoul is slain upon the death of their body, or that of all of their aspects. The aspects themselves regain all health, use of spells and spell-like abilities, and anything measured in uses per day upon the body obtaining eight hours' rest. In addition, any aspect that was slain in this time is restored to "Life", if one can call existence as an aspect that.
Multiclass splitsouls retain their other class levels for personal use by the body. Their aspects aren't counted as being them, but their allies. A paladin/splitsoul would grant no benefit to their aspects' saving throws, nor make them immune to fear, but if they were within 10 feet, would grant a +4 morale bonus on saving throws against fear.
In general, if you're using a variant rule such as Action Points, Hero Points, Divine Ranks, or Mythic Tiers, all the aspects benefit the same from these, though they only gain one pool of, say, action points between them.
Aid bonus (Ex)
Aspects gain a bonus on aid another checks to help one another, as given on Table: The Splitsoul
Share Spells
From second level, aspects can share spells just as a druid on her animal companion or a paladin on her mount, or a sorcerer or wizard on his or her familiar, except that they have a leeway of not 5 but 30 feet to do this.
Autonomy
While a body can't normally move while it has aspects out, from fourth level, the body can take a five-foot step each round. From seventh level, it can move its own speed as a single move action of which it gets one. At tenth level, it can access two move actions, and use them to move normally. At 13th, it has instead a move and standard action, but these can still only be used for moving, by taking the Run or Withdraw (not charge) actions. At 16th level, the body can move and act like any other creature.
At nineteenth level, the body can be possessed by an aspect. It benefits from its own hit points, and equipment, but the aspect's armour class, bonuses to rolls, special abilities, and equipment (again). Other aspects benefit only from the body's own equipment. To possess the body, the aspect must be in it. To initiate the possession is a free action, as is ending it. You can't end the possession after being hit but before damage is resolved.
Bodily Autonomy
When all of the aspects leave the body, one might ask how the body operates without its soul or mind. The answer is really that it doesn't: some level of the powers of the aspects still remains in the body. This is, just about, enough to move it, once the aspects learn how to co-ordinate enough to get it moving properly.
The body itself will normally simply stand vaguely still, only moving to jerk out of the way of enemy attacks; its unpredictability almost makes up for its lack of skill at doing so. When the aspects manage to master making it move, and finally act normally in its usual capacity, this is a fairly major achievement. By then, the body has grown fragile and inept, and there is precious little to be done about it.
One might also ask why four souls can control the body so much better than three, and the answer is that when all the aspects reside in the body, they are fused such that they can act as one. If a single soul leaves, this bond is broken.
Sensory Merging
From sixth level, anything one aspect can sense, all can. This means that no aspect or the body surprised is any is not, and no target is concealed from any aspect or the body unless concealed from all. They are considered able to see, hear, feel, smell or taste (or whatever other senses they might have) any creature, object, or fact that any of the others can.
Further, all the aspects and the body share the highest of their initiative rolls when determining when they can act in combat. If any of the aspects were in the body at the commencing of combat, their rolls aren't counted.
Swap Step (Su)
From eight level, two aspects can swap positions instantly. This provokes no attacks of opportunity, and doesn't preclude normal movement - not even a five-foot step. This is the same action as the body needs to release an aspect, requires an action from each participant, and can only be done once per round per aspect. Both aspects must agree to do this (this agreement or otherwise, and no other information, is communicated telepathically).
Sudden Release
From ninth level, aspects can be released as a move action; from twelfth, a swift action, from fifteenth, an immediate action, and from 18th, a free action.
Grant Action (Su)
From eleventh level, once per encounter a single aspect can use up an action to allow another aspect to take an action of the same type. Generally, an encounter means that you are in combat and you are fighting in rounds; if you're out of rounds, you regain your ability to Grant Action.
Drop Dead (Ex/Su, see text)
From fourteenth level, as an immediate action, the body can collapse when hit, giving the illusion of death. While falling over is clearly not supernatural, the body appears to be dead to all attempts to examine it. The body can of course collapse even when it's not been hit, so that those who stumble upon it assume it to be dead.
Rest Return
From seventeenth level, an aspect can rest in its own right while in the body. The body, and even the other aspects, can fight, while the aspect rests to regain spells, hit points, and the like. Because it's an aspect, it is restored to full vitality, rather than just regaining a few hit points.
Collective Amalgam
From twentieth level, aspects can choose to take the effects of any attack, spell, or other effect, hostile or otherwise, that would affect another aspect. They can't protect the body in this way, even if it's possessed.
Aspects
A splitsoul chooses which class an aspect will take upon gaining it. No class can be taken by more than one of a single splitsoul's aspects. Aspects can only take these special aspect classes, and cannot multiclass.
Aspect of the Beast
LevelBABFortRefWillSpecial
1st+0+0+0+0Wild Shape (2/day)
2nd+1+0+0+0Wild Shape (Large)
3rd+1+1+1+1Wild Shape (3/day)
4th+2+1+1+1Pack Hunt (1/day)
5th+2+1+1+1Wild Shape (Tiny)
6th+3+2+2+2Wild Shape (4/day)
7th+3+2+2+2Grant Wild Shape (1/day)
8th+4+2+2+2Wild Shape (Huge)
9th+4+3+3+3Wild Shape (5/day)
10th+5+3+3+3Pack Hunt (2/day)
11th+5+3+3+3Wild Shape (Plant)
12th+6/+1+4+4+4Wild Shape (6/day)
13th+6/+1+4+4+4Grant Wild Shape (2/day)
14th+7/+2+4+4+4Wild Shape (Magical Beast)
15th+7/+2+5+5+5Wild Shape (7/day)
16th+8/+3+5+5+5Pack Hunt (3/day)
17th+8/+3+5+5+5Wild Shape (Elemental)
18th+9/+4+6+6+6Wild Shape (8/day)
19th+9/+4+6+6+6Grant Wild Shape (3/day)
20th+10/+5+6+6+6Wild Shape at will
Alignment: Any
Hit Die: 1d4
Class Skills:
The class skills of the beast aspect are Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
A beast aspect is only proficient with their natural weapons, as well as the club, quarterstaff, and sickle. They aren't prohibited from wearing metal armour in the way a druid is.
Wild Shape (Su)
A beast aspect can wild shape much as a druid does, but it can choose the form of a magical beast instead of an animal, if it wishes. The beast aspect can wild shape twice per day, plus twice more per three levels.
It can wild shape into creatures of other types and sizes at the levels given on Table: the Beast Aspect; this works much like the druid's plant wild shape and not like the druid's elemental wild shape: it uses the same restrictions except that it simply adds another creature type to the list.
Pack Hunt (Su)
Once per day at fourth level, and another time per day per six levels after fourth, the beast aspect can call a pack hunt. This causes anything up to all of the splitsoul's aspects to wild shape at once. This uses a separate tally of uses to the normal wild shape, and only lasts 1 minute/level, not 1 hour/level. Only the beast aspect uses a standard action, and each other aspect chooses whether or not to be affected and which form to take if they are.
Grant Wild Shape (Su)
Once per day at seventh level, and another time per day per six levels thereafter, the beast aspect can wild shape another willing creature within 30 feet. This does, however, use up one of its wild shapes for the day.
Aspect of the Mage
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+0
+2
Cantrip User
1
1
—
—
—
—
—
2nd
+1
+0
+0
+3
2
1
—
—
—
—
—
3rd
+1
+1
+1
+3
2
2
—
—
—
—
—
4th
+2
+1
+1
+4
2
2
—
—
—
—
—
5th
+2
+1
+1
+4
Nontraitor
2
2
1
—
—
—
—
6th
+3
+2
+2
+5
2
2
1
—
—
—
—
7th
+3
+2
+2
+5
2
2
2
—
—
—
—
8th
+4
+2
+2
+6
2
2
2
1
—
—
—
9th
+4
+3
+3
+6
2
2
2
2
—
—
—
10th
+5
+3
+3
+7
Vassal
2
2
2
2
—
—
—
11th
+5
+3
+3
+7
3
3
2
2
1
—
—
12th
+6/+1
+4
+4
+8
3
3
2
2
2
—
—
13th
+6/+1
+4
+4
+8
3
3
3
2
2
—
—
14th
+7/+2
+4
+4
+9
3
3
3
3
2
2
—
15th
+7/+2
+5
+5
+9
Re-preparation
3
4
3
3
2
2
—
16th
+8/+3
+5
+5
+10
3
4
4
4
3
3
—
17th
+8/+3
+5
+5
+10
4
4
4
4
4
3
2
18th
+9/+4
+6
+6
+11
4
4
4
4
4
3
2
19th
+9/+4
+6
+6
+11
4
4
4
4
4
4
3
20th
+10/+5
+6
+6
+12
Ever Ready
4
4
4
4
4
4
3
Alignment: Within one step of overall.
Hit Die: 1d6
Class Skills:
The mage aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and armour proficiency
Mage aspects are proficient with simple weapons. They are not proficient with any type of armour or shields, which interfere with their arcane gestures and may cause their spells with somatic components to fail.
Spells
Mage aspects cast spells in exactly the same way as a wizard, except as noted on Table: The Aspect of the Mage. However, their caster level is only three quarters of the normal value, minimum 1.
Cantrip User
Mage aspects can cast each zero-level spell they have prepared as many times per day as they like. If they spend the spell slot to do anything else, however, the spell slot is still lost for the duration of the effect that causes them to lose it.
Nontraitor
From fifth level, mage aspects don't harm their allies with spells, and ignore their allies' existence for the purpose of offensive spells.
Vassal
From tenth level, mage aspects can originate their spells at any of the other aspects' positions rather than their own. The creature acting as the vassal makes any touch attacks needed, but doesn't use actions to do so.
Re-preparation
From fifteenth level, a mage aspect can, once per day, choose a number of spell levels less than or equal to her class level, and exchange them for others they might have prepared instead, with fifteen minutes spent doing so.
Ever Ready
From twentieth level, a mage aspect can sacrifice a spell slot to cast a spell of at least two levels below, even one that she didn't actually prepare. For example, she can sacrifice a fifth-level spell slot to cast fireball spontaneously.
Aspect of the Psychic
Level
BAB
Fort
Ref
Will
Special
Power Points/day
Powers Known
Level Known
1st+0+0+0+2Talent User
1
1
1st
2nd+1+0+0+3
3
2
1st
3rd+1+1+1+3
6
3
1st
4th+2+1+1+4
9
4
2nd
5th+2+1+1+4Full Power
14
5
2nd
6th+3+2+2+5
19
6
2nd
7th+3+2+2+5
24
7
3rd
8th+4+2+2+6
30
8
3rd
9th+4+3+3+6
37
9
3rd
10th+5+3+3+7Conduit
44
10
4th
11th+5+3+3+7
52
11
4th
12th+6/+1+4+4+8
60
12
4th
13th+6/+1+4+4+8
68
13
5th
14th+7/+2+4+4+9
77
14
5th
15th+7/+2+5+5+9Volatile Knowledge
87
15
5th
16th+8/+3+5+5+10
97
16
6th
17th+8/+3+5+5+10
107
17
6th
18th+9/+4+6+6+11
117
18
6th
19th+9/+4+6+6+11
128
19
6th
20th+10/+5+6+6+12What He Does Not Know
140
20
6th
Alignment: Any
Hit Die: 1d4
Class Skills:
The psychic aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Psychic aspects are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Powers
A psychic aspect manifests powers much as a psychic warrior does, only using the first six levels of the psion spell list. However, his manifester level is only three quarters of his level (minimum 1).
Talent User
A psychic aspect knows five psychic talents (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/psionic-talents).
Full Power
From fifth level, psychic aspects are limited not by caster level but by class level on how many power points they can spend on one power.
Conduit
From tenth level, psychic aspects can originate their powers at any of the other aspects' positions rather than their own. The creature acting as the conduit makes any touch attacks needed, but doesn't use actions to do so.
Volatile Knowledge
From fifteenth level, every day upon regaining power points, the psychic aspect can gain temporary knowledge of a single power of any level he can manifest for that day until he regains power points; there's nothing to stop him taking it again immediately.
What He Does Not Know
At 20th level, a psychic aspect can spend 6 additional power points to manifest a power he doesn't know. This counts towards the maximum number he can use on one power.
Aspect of the Priest
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
1st+0+2+0+2Orison User, Spontaneous Conversion11—————
2nd+1+3+0+321—————
3rd+2+3+1+322—————
4th+3+4+1+422—————
5th+3+4+1+4Lay on Hands221————
6th+4+5+2+5221————
7th+5+5+2+5222————
8th+6/+1+6+2+62221———
9th+6/+1+6+3+62222———
10th+7/+2+7+3+7Supplicant2222———
11th+8/+3+7+3+733221——
12th+9/+4+8+4+833222——
13th+9/+4+8+4+833322——
14th+10/+5+9+4+9333322—
15th+11/+6/+1+9+5+9Divine Request343322—
16th+12/+7/+2+10+5+10344433—
17th+12/+7/+2+10+5+104444432
18th+13/+8/+3+11+6+114444432
19th+14/+9/+4+11+6+114444443
20th+15/+10/+5+12+6+12Divine Immanency4444443
Alignment: Within one step of overall, and one step of deity.
Hit Die: 1d8
Class Skills:
The priest aspect’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Priest aspects are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Spells
Preist aspects cast spells in exactly the same way as a cleric, except as noted on Table: The Aspect of the Mage. However, their caster level is only three quarters of the normal value, minimum 1.
Orison User
Priest aspects can cast each zero-level spell they have prepared as many times as they like. If they spend the spell slot to do anything else, however, the spell slot is still lost for the duration of the effect that causes them to lose it.
Lay On Hands
From fifth level, priest aspects can Lay On Hands as a paladin of the same level, only using wisdom, not charisma.
Supplicant
From tenth level, priest aspects can originate their spells at any of the other aspects' positions rather than their own. The creature acting as the supplicant makes any touch attacks needed, but doesn't use actions to do so.
Divine Request
From fifteenth level, a priest aspect can, once per day, choose a number of spell levels less than or equal to her class level, and exchange them for others they might have prepared instead, with fifteen minutes spent doing so.
Divine Immanency
From twentieth level, a priest aspect can sacrifice a spell slot to cast a spell of at least two levels below, even one that they didn't actually prepare. For example, she can sacrifice a fifth-level spell slot to cast prayer spontaneously.
Aspect of the Thief
Level
BAB
Fort
Ref
Will
Special
1st+0+0+2+0Trapfinding, Sneak Attack 1d6
2nd+1+0+3+0Skill Bonus
3rd+2+1+3+1Trap Sense +1
4th+3+1+4+1Sneak Attack 2d6
5th+3+1+4+1Skill Bonus
6th+4+2+5+2
7th+5+2+5+2Trap Sense +2, Sneak Attack 3d6
8th+6/+1+2+6+2Skill Bonus
9th+6/+1+3+6+3
10th+7/+2+3+7+3Sneak Attack 4d6
11th+8/+3+3+7+3Skill Bonus, Trap Sense +3
12th+9/+4+4+8+4
13th+9/+4+4+8+4Sneak Attack 5d6
14th+10/+5+4+9+4Skill Bonus
15th+11/+6/+1+5+9+5Trap Sense +4
16th+12/+7/+2+5+10+5Sneak Attack 6d6
17th+12/+7/+2+5+10+5Skill Bonus
18th+13/+8/+3+6+11+6
19th+14/+9/+4+6+11+6Trap Sense +5, Sneak Attack 7d6
20th+15/+10/+5+6+12+6Skill Bonus
Alignment: Within one step of overall.
Hit Die: 1d6
Class Skills:
The thief aspect’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
Rogue Class Features
The thief's class features, including weapon and armour proficiency, except Skill Bonus, work exactly like the rogue class feature of the same name.
Skill Bonus
At second level, and every third level thereafter, the thief aspect chooses either to add a permanent +2 bonus to the use of a single skill, or to obtain a single skill trick at no expense, which is discounted when determining how many a thief aspect can have. The +2 bonus doesn't stack with itself; a new skill must be chosen each time.
Aspect of the Speaker
LevelBABFortRefWillSpecial 1st2nd3rd4th5th6th
1st+0+0+0+2Known Aspect Truenames1—————
2nd+1+0+0+32—————
3rd+2+1+1+331————
4th+3+1+1+432————
5th+3+1+1+4Knowledge Focus33————
6th+4+2+2+5Truename Research331———
7th+5+2+2+5332———
8th+6/+1+2+2+6Bonus Recitation Feat, Knowledge Focus333———
9th+6/+1+3+3+6See the Named3331——
10th+7/+2+3+3+73332——
11th+8/+3+3+3+7Knowledge Focus3333——
12th+9/+4+4+4+833331—
13th+9/+4+4+4+8Sending33332—
14th+10/+5+4+4+9Knowledge Focus33333—
15th+11/+6/+1+5+5+9Bonus Recitation Feat333331
16th+12/+7/+2+5+5+10333332
17th+12/+7/+2+5+5+10Knowledge Focus333333
18th+13/+8/+3+6+6+11333333
19th+14/+9/+4+6+6+11333333
20th+15/+10/+5+6+6+12Speak Unto The Masses, Say Our Names And We Are There, Knowledge Focus333333
Alignment: Any
Hit Die: 1d6
Class Skills:
The speaker aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Perform (oratory), Knowledge (all skills, taken individually), Truespeak (Int) and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
The speaker aspect is proficient in simple weapons as well as light armour, but no shields.
Utterances (Sp)
A speaker aspect speaks utterances just like a worldspeaker (http://www.giantitp.com/forums/showthread.php?397500-The-Worldspeaker-revisited-Truenamer-PEACH) does.
Worldspeaker class features
All class features sharing a name with a worldspeaker class feature work just like the worldspeaker class feature of the same name.
Say Our Names And We Are There
This works just like the worldspeaker's Say My Name And I Am There class feature, but allows the designation of a single "True Nickname" for all the aspects, and the body, to use. All of them appear somewhere within 10 feet of the speaker if possible, 15 feet if not, 20 feet if still not, and the ability doesn't work at all if they can't all appear within 20 feet.
Aspect of the Warrior
LevelBABFortRefWillSpecial
1st+1+2+0+0Path to Glory
2nd+2+3+0+0Fighting Style
3rd+3+3+1+1
4th+4+4+1+1
5th+5+4+1+1
6th+6/+1+5+2+2Improved Fighting Style
7th+7/+2+5+2+2
8th+8/+3+6+2+2
9th+9/+4+6+3+3
10th+10/+5+7+3+3
11th+11/+6/+1+7+3+3Fighting Style Mastery
12th+12/+7/+2+8+4+4
13th+13/+8/+3+8+4+4
14th+14/+9/+4+9+4+4
15th+15/+10/+5+9+5+5
16th+16/+11/+6/+1+10+5+5
17th+17/+12/+7/+2+10+5+5
18th+18/+13/+8/+3+11+6+6
19th+19/+14/+9/+4+11+6+6
20th+20/+15/+10/+5+12+6+6
Alignment: Within one step of overall.
Hit Die: 1d10
Class Skills:
The class skills of the warrior aspect (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
Warrior aspects are proficient in all simple and martial weapons and all armour and shields, including tower shields.
Path to Glory
While there are many paths to glory, only a single warrior can embark down any of these paths. A single path is chosen at first level. The abilities thereby granted are only given at the normal level for that class.
Path of the Archer: Get ranger's favoured enemies, woodland stride, evasion, camouflage and hide in plain sight.
Path of the Ascetic: Get monk's unarmed strike, AC bonus, flurry of blows, evasion and greater flurry
Path of the Cavalier: Get paladin's smite (any opposed alignment, or LG/CG/LE/CE if you're TN) and special mount.
Path of the Champion: Get duelist's improved reaction, acrobatic charge, and elaborate parry. Get dwarven defender's uncanny dodge, trap sense, damage reduction and improved uncanny dodge, but ten levels after the listed level.
Path of the Slayer: Get ranger's favoured enemies, track, wild empathy, endurance and swift tracker.
Fighting Style/Improved Fighting Style/Fighting Style Mastery
This affords the following bonus feats in the order given. Except for the Champion, prerequisites are ignored for this purpose:
Archer: Rapid Shot, Manyshot, Improved Precise Shot
Ascetic: Improved Grapple or Stunning Fist, Combat Reflexes or Deflect Arrows, Improved Disarm or Improved Trip.
Cavalier: Mounted Combat, Ride-by Attack, Spirited Charge
Champion: Any fighter bonus feat for all three.
Slayer: Two-weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting.
With that done, please feel free to review, to ask questions, to suggest new aspects, and to comment on how well you think the fluff-sidebars work.
Some people are good warriors. Others are good thieves or good magi; almost any have some contribution to the field of battle. But there are some, known as split-souls, who could never just be one thing; they fracture their soul into pieces to follow all their chosen paths at once.
A split-soul is a great character for a solo game, or you might consider allowing multiple people to play a single split-soul.
The Splitsoul
Level
BAB
Fort
Ref
Will
Special
Aid Bonus
1st
+0
+0
+0
+0
Twin Aspects
1
2nd
+1
+0
+0
+0
Share Spells
1
3rd
+1
+1
+1
+1
Third Aspect
2
4th
+2
+1
+1
+1
Autonomy (Five-foot steps)
2
5th
+2
+1
+1
+1
Fourth Aspect
3
6th
+3
+2
+2
+2
Sensory Merging
3
7th
+3
+2
+2
+2
Autonomy (Single moves)
4
8th
+4
+2
+2
+2
Swap Step
4
9th
+4
+3
+3
+3
Sudden Release (Move)
5
10th
+5
+3
+3
+3
Autonomy (Double-moves)
5
11th
+5
+3
+3
+3
Grant Action
6
12th
+6/+1
+4
+4
+4
Sudden Release (Swift)
6
13th
+6/+1
+4
+4
+4
Autonomy (Run or withdraw)
7
14th
+7/+2
+4
+4
+4
Drop Dead
7
15th
+7/+2
+5
+5
+5
Sudden Release (Immediate)
8
16th
+8/+3
+5
+5
+5
Autonomy (Act normally)
8
17th
+8/+3
+5
+5
+5
Rest Return
9
18th
+9/+4
+6
+6
+6
Sudden Release (Free)
9
19th
+9/+4
+6
+6
+6
Autonomy (Aspect Possession)
10
20th
+10/+5
+6
+6
+6
Collective Amalgam
10
Special: Cannot be a Dvati.
Alignment: Any
Hit Die: 1d4
Class Skills:
The class skills of the split-soul (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (Religion) (Int) and Profession (Wis). They also inherit the class skills of their aspects.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Splitsouls are not proficient with any type of weapon or armour, but otherwise receive no particular penalty for attempting to use them any more than any other non-proficient person might.
Twin Aspects (Su/Ex, See text)
At first level, a splitsoul shatters their soul into two pieces.
In their "Normal" form, a splitsoul is essentially useless: they get their d4 hit die, all bad saves, bad base attack progression, and 2+INT skills per level. They gain the class skills of their chosen aspects, but apart from that, they do not benefit from their aspects' existence.
A splitsoul may release one or more aspects as a standard action, though this does not use up any of the Aspects' standard actions. The aspects must move out of the splitsoul's square or squares (unless they're small enough to fit in the same square), though a five-foot step can do this if the splitsoul and their aspects are medium or smaller. An aspect who takes up less space than the body chooses a location from within the body to originate, and must (usually) move from there. If the aspect is larger than the body, then the aspect must be released such that the body is entirely within the aspect, and then move from there. As aspects are usually the same size, these two exceptions are rare.
The Private Lives of Aspects
Being a fragment of someone's soul isn't an easy job, especially when you spend much of your life in hiding. That said, there's no real reason that an aspect can't get up and walk around, even meet new people, so long as they stay within medium range of the body - while most people adventure for fame, money, or power, an aspect probably adventures for an extra ten feet of personal space!
Fortunately, the fact that aspects always hang around, although not by choice, with the other aspects soon becomes fairly normal to those who associate with them, and a few hundred feet is room enough for privacy. Then again, some aspects form very deep relationships with the other aspects with whom they share a body. Some of these relationships are sibling-like, and yet others are romantic or even sexual in nature - fortunately, the aspects are physical enough for this activity.
Similarly, aspects often form long-lasting relationships with others. It's not uncommon, though, for someone to be in a relationship with multiple, even all, of a single body's aspects at once.
Aspects can disappear by moving back into the body, or the splitsoul can recall all of them as a free action, but for as long as one or more aspects is released, the splitsoul cannot take actions with their body. If the body is attacked, the splitsoul must take a concentration check as though damaged while casting a spell, or the aspects return to the body, requiring another standard action to remake.
Aspects are tricky things. Because they are fragments of souls, and your soul does not disappear in an antimagic field or dead-magic zone, aspects are themselves considered extraordinary, but the ability to release them (but not recall them, which is also extraordinary) is considered supernatural. When released, they move and act like a normal creature the moment they are outside of their body. An aspect has the same race (and therefore types and subtypes) as the body, but not only is it possible that it is a different gender (and therefore sex: aspects are idealised forms of their own soul fragments) has its own ability scores, determined in the same manner as those of its host. For example, if you use the "32 point buy" method to determine ability scores, a body might have STR 12, DEX 14, CON 18, INT 10, WIS 10, CHA 10. Its mage aspect might have STR 10, DEX 14, CON 16, INT 16, WIS 10, CHA 10. Aspects follow all the normal rules for character advancement, (meaning they choose their own feats, traits, flaws, and so forth) but their "Classes" are considerably weaker than those of normal characters, and they face multiple extra penalties.
An aspect's hit points are reduced to half of their normal value. They take a -4 penalty on D20 rolls except those made as a reaction, such as saving throws, and a -4 penalty on spell save DCs. This is, however, made up for in their numbers; quantity has a quality all of its own. At first level, two aspects are generated; at third, a third aspect; at fifth, a fourth.
Aspects can wield, wear and otherwise use magic items, and further, any magic item worn by the body can be used by all aspects - many splitsouls wear items increasing their constitution, dexterity, and saving throws, while leaving their aspects to equip items such as the Monk's Belt and Orange Prism ioun stones. Regardless of what the weapon, armour, or shield might have to say about it, none of these items ever work for aspects, in any capacity mundane or magical, when equipped by the body, but rings, boots, amulets, cloaks, and so forth, do unless the item's presence is a prerequisite for its functioning (such as Wings of Flying). These items affect aspects normally when equipped by them, though. An aspect's magical gear is stored away when that aspect is recalled, and they take that equipment to a higher (or perhaps lower) place if the body is slain.
If an aspect is reduced to zero hit points, it just disappears along with anything on its person and anything it's holding (short of a creature or part of an object of great magnitude, anyway), as it does if the body is slain. It also disappears (but can be summoned anew) if it goes further than 100 feet + 10 ft/level from the body, is recalled, or is returned to the body. If the body is killed and resurrected, the souls can also be summoned anew.
A splitsoul is slain upon the death of their body, or that of all of their aspects. The aspects themselves regain all health, use of spells and spell-like abilities, and anything measured in uses per day upon the body obtaining eight hours' rest. In addition, any aspect that was slain in this time is restored to "Life", if one can call existence as an aspect that.
Multiclass splitsouls retain their other class levels for personal use by the body. Their aspects aren't counted as being them, but their allies. A paladin/splitsoul would grant no benefit to their aspects' saving throws, nor make them immune to fear, but if they were within 10 feet, would grant a +4 morale bonus on saving throws against fear.
In general, if you're using a variant rule such as Action Points, Hero Points, Divine Ranks, or Mythic Tiers, all the aspects benefit the same from these, though they only gain one pool of, say, action points between them.
Aid bonus (Ex)
Aspects gain a bonus on aid another checks to help one another, as given on Table: The Splitsoul
Share Spells
From second level, aspects can share spells just as a druid on her animal companion or a paladin on her mount, or a sorcerer or wizard on his or her familiar, except that they have a leeway of not 5 but 30 feet to do this.
Autonomy
While a body can't normally move while it has aspects out, from fourth level, the body can take a five-foot step each round. From seventh level, it can move its own speed as a single move action of which it gets one. At tenth level, it can access two move actions, and use them to move normally. At 13th, it has instead a move and standard action, but these can still only be used for moving, by taking the Run or Withdraw (not charge) actions. At 16th level, the body can move and act like any other creature.
At nineteenth level, the body can be possessed by an aspect. It benefits from its own hit points, and equipment, but the aspect's armour class, bonuses to rolls, special abilities, and equipment (again). Other aspects benefit only from the body's own equipment. To possess the body, the aspect must be in it. To initiate the possession is a free action, as is ending it. You can't end the possession after being hit but before damage is resolved.
Bodily Autonomy
When all of the aspects leave the body, one might ask how the body operates without its soul or mind. The answer is really that it doesn't: some level of the powers of the aspects still remains in the body. This is, just about, enough to move it, once the aspects learn how to co-ordinate enough to get it moving properly.
The body itself will normally simply stand vaguely still, only moving to jerk out of the way of enemy attacks; its unpredictability almost makes up for its lack of skill at doing so. When the aspects manage to master making it move, and finally act normally in its usual capacity, this is a fairly major achievement. By then, the body has grown fragile and inept, and there is precious little to be done about it.
One might also ask why four souls can control the body so much better than three, and the answer is that when all the aspects reside in the body, they are fused such that they can act as one. If a single soul leaves, this bond is broken.
Sensory Merging
From sixth level, anything one aspect can sense, all can. This means that no aspect or the body surprised is any is not, and no target is concealed from any aspect or the body unless concealed from all. They are considered able to see, hear, feel, smell or taste (or whatever other senses they might have) any creature, object, or fact that any of the others can.
Further, all the aspects and the body share the highest of their initiative rolls when determining when they can act in combat. If any of the aspects were in the body at the commencing of combat, their rolls aren't counted.
Swap Step (Su)
From eight level, two aspects can swap positions instantly. This provokes no attacks of opportunity, and doesn't preclude normal movement - not even a five-foot step. This is the same action as the body needs to release an aspect, requires an action from each participant, and can only be done once per round per aspect. Both aspects must agree to do this (this agreement or otherwise, and no other information, is communicated telepathically).
Sudden Release
From ninth level, aspects can be released as a move action; from twelfth, a swift action, from fifteenth, an immediate action, and from 18th, a free action.
Grant Action (Su)
From eleventh level, once per encounter a single aspect can use up an action to allow another aspect to take an action of the same type. Generally, an encounter means that you are in combat and you are fighting in rounds; if you're out of rounds, you regain your ability to Grant Action.
Drop Dead (Ex/Su, see text)
From fourteenth level, as an immediate action, the body can collapse when hit, giving the illusion of death. While falling over is clearly not supernatural, the body appears to be dead to all attempts to examine it. The body can of course collapse even when it's not been hit, so that those who stumble upon it assume it to be dead.
Rest Return
From seventeenth level, an aspect can rest in its own right while in the body. The body, and even the other aspects, can fight, while the aspect rests to regain spells, hit points, and the like. Because it's an aspect, it is restored to full vitality, rather than just regaining a few hit points.
Collective Amalgam
From twentieth level, aspects can choose to take the effects of any attack, spell, or other effect, hostile or otherwise, that would affect another aspect. They can't protect the body in this way, even if it's possessed.
Aspects
A splitsoul chooses which class an aspect will take upon gaining it. No class can be taken by more than one of a single splitsoul's aspects. Aspects can only take these special aspect classes, and cannot multiclass.
Aspect of the Beast
LevelBABFortRefWillSpecial
1st+0+0+0+0Wild Shape (2/day)
2nd+1+0+0+0Wild Shape (Large)
3rd+1+1+1+1Wild Shape (3/day)
4th+2+1+1+1Pack Hunt (1/day)
5th+2+1+1+1Wild Shape (Tiny)
6th+3+2+2+2Wild Shape (4/day)
7th+3+2+2+2Grant Wild Shape (1/day)
8th+4+2+2+2Wild Shape (Huge)
9th+4+3+3+3Wild Shape (5/day)
10th+5+3+3+3Pack Hunt (2/day)
11th+5+3+3+3Wild Shape (Plant)
12th+6/+1+4+4+4Wild Shape (6/day)
13th+6/+1+4+4+4Grant Wild Shape (2/day)
14th+7/+2+4+4+4Wild Shape (Magical Beast)
15th+7/+2+5+5+5Wild Shape (7/day)
16th+8/+3+5+5+5Pack Hunt (3/day)
17th+8/+3+5+5+5Wild Shape (Elemental)
18th+9/+4+6+6+6Wild Shape (8/day)
19th+9/+4+6+6+6Grant Wild Shape (3/day)
20th+10/+5+6+6+6Wild Shape at will
Alignment: Any
Hit Die: 1d4
Class Skills:
The class skills of the beast aspect are Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
A beast aspect is only proficient with their natural weapons, as well as the club, quarterstaff, and sickle. They aren't prohibited from wearing metal armour in the way a druid is.
Wild Shape (Su)
A beast aspect can wild shape much as a druid does, but it can choose the form of a magical beast instead of an animal, if it wishes. The beast aspect can wild shape twice per day, plus twice more per three levels.
It can wild shape into creatures of other types and sizes at the levels given on Table: the Beast Aspect; this works much like the druid's plant wild shape and not like the druid's elemental wild shape: it uses the same restrictions except that it simply adds another creature type to the list.
Pack Hunt (Su)
Once per day at fourth level, and another time per day per six levels after fourth, the beast aspect can call a pack hunt. This causes anything up to all of the splitsoul's aspects to wild shape at once. This uses a separate tally of uses to the normal wild shape, and only lasts 1 minute/level, not 1 hour/level. Only the beast aspect uses a standard action, and each other aspect chooses whether or not to be affected and which form to take if they are.
Grant Wild Shape (Su)
Once per day at seventh level, and another time per day per six levels thereafter, the beast aspect can wild shape another willing creature within 30 feet. This does, however, use up one of its wild shapes for the day.
Aspect of the Mage
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+0
+2
Cantrip User
1
1
—
—
—
—
—
2nd
+1
+0
+0
+3
2
1
—
—
—
—
—
3rd
+1
+1
+1
+3
2
2
—
—
—
—
—
4th
+2
+1
+1
+4
2
2
—
—
—
—
—
5th
+2
+1
+1
+4
Nontraitor
2
2
1
—
—
—
—
6th
+3
+2
+2
+5
2
2
1
—
—
—
—
7th
+3
+2
+2
+5
2
2
2
—
—
—
—
8th
+4
+2
+2
+6
2
2
2
1
—
—
—
9th
+4
+3
+3
+6
2
2
2
2
—
—
—
10th
+5
+3
+3
+7
Vassal
2
2
2
2
—
—
—
11th
+5
+3
+3
+7
3
3
2
2
1
—
—
12th
+6/+1
+4
+4
+8
3
3
2
2
2
—
—
13th
+6/+1
+4
+4
+8
3
3
3
2
2
—
—
14th
+7/+2
+4
+4
+9
3
3
3
3
2
2
—
15th
+7/+2
+5
+5
+9
Re-preparation
3
4
3
3
2
2
—
16th
+8/+3
+5
+5
+10
3
4
4
4
3
3
—
17th
+8/+3
+5
+5
+10
4
4
4
4
4
3
2
18th
+9/+4
+6
+6
+11
4
4
4
4
4
3
2
19th
+9/+4
+6
+6
+11
4
4
4
4
4
4
3
20th
+10/+5
+6
+6
+12
Ever Ready
4
4
4
4
4
4
3
Alignment: Within one step of overall.
Hit Die: 1d6
Class Skills:
The mage aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and armour proficiency
Mage aspects are proficient with simple weapons. They are not proficient with any type of armour or shields, which interfere with their arcane gestures and may cause their spells with somatic components to fail.
Spells
Mage aspects cast spells in exactly the same way as a wizard, except as noted on Table: The Aspect of the Mage. However, their caster level is only three quarters of the normal value, minimum 1.
Cantrip User
Mage aspects can cast each zero-level spell they have prepared as many times per day as they like. If they spend the spell slot to do anything else, however, the spell slot is still lost for the duration of the effect that causes them to lose it.
Nontraitor
From fifth level, mage aspects don't harm their allies with spells, and ignore their allies' existence for the purpose of offensive spells.
Vassal
From tenth level, mage aspects can originate their spells at any of the other aspects' positions rather than their own. The creature acting as the vassal makes any touch attacks needed, but doesn't use actions to do so.
Re-preparation
From fifteenth level, a mage aspect can, once per day, choose a number of spell levels less than or equal to her class level, and exchange them for others they might have prepared instead, with fifteen minutes spent doing so.
Ever Ready
From twentieth level, a mage aspect can sacrifice a spell slot to cast a spell of at least two levels below, even one that she didn't actually prepare. For example, she can sacrifice a fifth-level spell slot to cast fireball spontaneously.
Aspect of the Psychic
Level
BAB
Fort
Ref
Will
Special
Power Points/day
Powers Known
Level Known
1st+0+0+0+2Talent User
1
1
1st
2nd+1+0+0+3
3
2
1st
3rd+1+1+1+3
6
3
1st
4th+2+1+1+4
9
4
2nd
5th+2+1+1+4Full Power
14
5
2nd
6th+3+2+2+5
19
6
2nd
7th+3+2+2+5
24
7
3rd
8th+4+2+2+6
30
8
3rd
9th+4+3+3+6
37
9
3rd
10th+5+3+3+7Conduit
44
10
4th
11th+5+3+3+7
52
11
4th
12th+6/+1+4+4+8
60
12
4th
13th+6/+1+4+4+8
68
13
5th
14th+7/+2+4+4+9
77
14
5th
15th+7/+2+5+5+9Volatile Knowledge
87
15
5th
16th+8/+3+5+5+10
97
16
6th
17th+8/+3+5+5+10
107
17
6th
18th+9/+4+6+6+11
117
18
6th
19th+9/+4+6+6+11
128
19
6th
20th+10/+5+6+6+12What He Does Not Know
140
20
6th
Alignment: Any
Hit Die: 1d4
Class Skills:
The psychic aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Psychic aspects are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Powers
A psychic aspect manifests powers much as a psychic warrior does, only using the first six levels of the psion spell list. However, his manifester level is only three quarters of his level (minimum 1).
Talent User
A psychic aspect knows five psychic talents (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/psionic-talents).
Full Power
From fifth level, psychic aspects are limited not by caster level but by class level on how many power points they can spend on one power.
Conduit
From tenth level, psychic aspects can originate their powers at any of the other aspects' positions rather than their own. The creature acting as the conduit makes any touch attacks needed, but doesn't use actions to do so.
Volatile Knowledge
From fifteenth level, every day upon regaining power points, the psychic aspect can gain temporary knowledge of a single power of any level he can manifest for that day until he regains power points; there's nothing to stop him taking it again immediately.
What He Does Not Know
At 20th level, a psychic aspect can spend 6 additional power points to manifest a power he doesn't know. This counts towards the maximum number he can use on one power.
Aspect of the Priest
Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
1st+0+2+0+2Orison User, Spontaneous Conversion11—————
2nd+1+3+0+321—————
3rd+2+3+1+322—————
4th+3+4+1+422—————
5th+3+4+1+4Lay on Hands221————
6th+4+5+2+5221————
7th+5+5+2+5222————
8th+6/+1+6+2+62221———
9th+6/+1+6+3+62222———
10th+7/+2+7+3+7Supplicant2222———
11th+8/+3+7+3+733221——
12th+9/+4+8+4+833222——
13th+9/+4+8+4+833322——
14th+10/+5+9+4+9333322—
15th+11/+6/+1+9+5+9Divine Request343322—
16th+12/+7/+2+10+5+10344433—
17th+12/+7/+2+10+5+104444432
18th+13/+8/+3+11+6+114444432
19th+14/+9/+4+11+6+114444443
20th+15/+10/+5+12+6+12Divine Immanency4444443
Alignment: Within one step of overall, and one step of deity.
Hit Die: 1d8
Class Skills:
The priest aspect’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Priest aspects are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Spells
Preist aspects cast spells in exactly the same way as a cleric, except as noted on Table: The Aspect of the Mage. However, their caster level is only three quarters of the normal value, minimum 1.
Orison User
Priest aspects can cast each zero-level spell they have prepared as many times as they like. If they spend the spell slot to do anything else, however, the spell slot is still lost for the duration of the effect that causes them to lose it.
Lay On Hands
From fifth level, priest aspects can Lay On Hands as a paladin of the same level, only using wisdom, not charisma.
Supplicant
From tenth level, priest aspects can originate their spells at any of the other aspects' positions rather than their own. The creature acting as the supplicant makes any touch attacks needed, but doesn't use actions to do so.
Divine Request
From fifteenth level, a priest aspect can, once per day, choose a number of spell levels less than or equal to her class level, and exchange them for others they might have prepared instead, with fifteen minutes spent doing so.
Divine Immanency
From twentieth level, a priest aspect can sacrifice a spell slot to cast a spell of at least two levels below, even one that they didn't actually prepare. For example, she can sacrifice a fifth-level spell slot to cast prayer spontaneously.
Aspect of the Thief
Level
BAB
Fort
Ref
Will
Special
1st+0+0+2+0Trapfinding, Sneak Attack 1d6
2nd+1+0+3+0Skill Bonus
3rd+2+1+3+1Trap Sense +1
4th+3+1+4+1Sneak Attack 2d6
5th+3+1+4+1Skill Bonus
6th+4+2+5+2
7th+5+2+5+2Trap Sense +2, Sneak Attack 3d6
8th+6/+1+2+6+2Skill Bonus
9th+6/+1+3+6+3
10th+7/+2+3+7+3Sneak Attack 4d6
11th+8/+3+3+7+3Skill Bonus, Trap Sense +3
12th+9/+4+4+8+4
13th+9/+4+4+8+4Sneak Attack 5d6
14th+10/+5+4+9+4Skill Bonus
15th+11/+6/+1+5+9+5Trap Sense +4
16th+12/+7/+2+5+10+5Sneak Attack 6d6
17th+12/+7/+2+5+10+5Skill Bonus
18th+13/+8/+3+6+11+6
19th+14/+9/+4+6+11+6Trap Sense +5, Sneak Attack 7d6
20th+15/+10/+5+6+12+6Skill Bonus
Alignment: Within one step of overall.
Hit Die: 1d6
Class Skills:
The thief aspect’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
Rogue Class Features
The thief's class features, including weapon and armour proficiency, except Skill Bonus, work exactly like the rogue class feature of the same name.
Skill Bonus
At second level, and every third level thereafter, the thief aspect chooses either to add a permanent +2 bonus to the use of a single skill, or to obtain a single skill trick at no expense, which is discounted when determining how many a thief aspect can have. The +2 bonus doesn't stack with itself; a new skill must be chosen each time.
Aspect of the Speaker
LevelBABFortRefWillSpecial 1st2nd3rd4th5th6th
1st+0+0+0+2Known Aspect Truenames1—————
2nd+1+0+0+32—————
3rd+2+1+1+331————
4th+3+1+1+432————
5th+3+1+1+4Knowledge Focus33————
6th+4+2+2+5Truename Research331———
7th+5+2+2+5332———
8th+6/+1+2+2+6Bonus Recitation Feat, Knowledge Focus333———
9th+6/+1+3+3+6See the Named3331——
10th+7/+2+3+3+73332——
11th+8/+3+3+3+7Knowledge Focus3333——
12th+9/+4+4+4+833331—
13th+9/+4+4+4+8Sending33332—
14th+10/+5+4+4+9Knowledge Focus33333—
15th+11/+6/+1+5+5+9Bonus Recitation Feat333331
16th+12/+7/+2+5+5+10333332
17th+12/+7/+2+5+5+10Knowledge Focus333333
18th+13/+8/+3+6+6+11333333
19th+14/+9/+4+6+6+11333333
20th+15/+10/+5+6+6+12Speak Unto The Masses, Say Our Names And We Are There, Knowledge Focus333333
Alignment: Any
Hit Die: 1d6
Class Skills:
The speaker aspect's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Perform (oratory), Knowledge (all skills, taken individually), Truespeak (Int) and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
The speaker aspect is proficient in simple weapons as well as light armour, but no shields.
Utterances (Sp)
A speaker aspect speaks utterances just like a worldspeaker (http://www.giantitp.com/forums/showthread.php?397500-The-Worldspeaker-revisited-Truenamer-PEACH) does.
Worldspeaker class features
All class features sharing a name with a worldspeaker class feature work just like the worldspeaker class feature of the same name.
Say Our Names And We Are There
This works just like the worldspeaker's Say My Name And I Am There class feature, but allows the designation of a single "True Nickname" for all the aspects, and the body, to use. All of them appear somewhere within 10 feet of the speaker if possible, 15 feet if not, 20 feet if still not, and the ability doesn't work at all if they can't all appear within 20 feet.
Aspect of the Warrior
LevelBABFortRefWillSpecial
1st+1+2+0+0Path to Glory
2nd+2+3+0+0Fighting Style
3rd+3+3+1+1
4th+4+4+1+1
5th+5+4+1+1
6th+6/+1+5+2+2Improved Fighting Style
7th+7/+2+5+2+2
8th+8/+3+6+2+2
9th+9/+4+6+3+3
10th+10/+5+7+3+3
11th+11/+6/+1+7+3+3Fighting Style Mastery
12th+12/+7/+2+8+4+4
13th+13/+8/+3+8+4+4
14th+14/+9/+4+9+4+4
15th+15/+10/+5+9+5+5
16th+16/+11/+6/+1+10+5+5
17th+17/+12/+7/+2+10+5+5
18th+18/+13/+8/+3+11+6+6
19th+19/+14/+9/+4+11+6+6
20th+20/+15/+10/+5+12+6+6
Alignment: Within one step of overall.
Hit Die: 1d10
Class Skills:
The class skills of the warrior aspect (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
Warrior aspects are proficient in all simple and martial weapons and all armour and shields, including tower shields.
Path to Glory
While there are many paths to glory, only a single warrior can embark down any of these paths. A single path is chosen at first level. The abilities thereby granted are only given at the normal level for that class.
Path of the Archer: Get ranger's favoured enemies, woodland stride, evasion, camouflage and hide in plain sight.
Path of the Ascetic: Get monk's unarmed strike, AC bonus, flurry of blows, evasion and greater flurry
Path of the Cavalier: Get paladin's smite (any opposed alignment, or LG/CG/LE/CE if you're TN) and special mount.
Path of the Champion: Get duelist's improved reaction, acrobatic charge, and elaborate parry. Get dwarven defender's uncanny dodge, trap sense, damage reduction and improved uncanny dodge, but ten levels after the listed level.
Path of the Slayer: Get ranger's favoured enemies, track, wild empathy, endurance and swift tracker.
Fighting Style/Improved Fighting Style/Fighting Style Mastery
This affords the following bonus feats in the order given. Except for the Champion, prerequisites are ignored for this purpose:
Archer: Rapid Shot, Manyshot, Improved Precise Shot
Ascetic: Improved Grapple or Stunning Fist, Combat Reflexes or Deflect Arrows, Improved Disarm or Improved Trip.
Cavalier: Mounted Combat, Ride-by Attack, Spirited Charge
Champion: Any fighter bonus feat for all three.
Slayer: Two-weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting.
With that done, please feel free to review, to ask questions, to suggest new aspects, and to comment on how well you think the fluff-sidebars work.