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View Full Version : [3.5e Base Class] The Conceptualist (PEACH)



Welknair
2012-03-26, 02:23 AM
I've had an idea for this for a long time, finally going to try to make it into a proper class. It isn't my style to post uncompleted work unless it's a large project, but I'm doing it here. And it may become one, knowing my stuff. So keep in mind what you're about to read is highly WIP and there'll be a deal added before it's really playable. Speaking of playability, I wish to use this in a new PbP I'm trying to get into. So yeah, I want it up and running in time for that.


Conceptualist
http://th02.deviantart.net/fs71/PRE/i/2011/291/1/e/summoning_by_xeraki-d4da41u.jpg

Wizards have known for a long time that knowledge roughly equals power. Thought equals power. With the right thoughts, you can do almost anything. Psions focus their lives around the idea that thoughts can shape the world. But they were doing it wrong. Psions put far too much emphasis on the "self" as opposed to the world around them - the world they wish to affect. What matters isn't thoughts of the self, but thoughts of the world. If you think a thought hard enough, it becomes reality. Power Words are a way of distilling a very powerful thought into a single word. It's all about the thought. Clerics have found that they can cast their spells even without a God to grant them. It is their devotion, not the god, which gives them their power. It is their thoughts. The Conceptualist has fully realized this, and has devoted their lives to the quest of Pure Thought. To think and know all things. To know something is to understand something. And to understand something is to control it.

Adventures: Conceptualists travel the world and the planes in search of inspiration and knowledge, wishing to expand their horizons. They're always up for adventure, as long as it's original.

Characteristics: Conceptualists are thinkers before all else. They take their time and think things through, often to the chagrin of their comrades. They like to analyze a situation from every angle and to get every point of view. However, beyond these basic traits, Conceptualists vary a good deal, depending on what Circles they specialize in.

Alignment: Conceptualists are a very diverse group, with a roughly even distribution of all the alignments. Different Primary Circles result in different world outlooks.

Religion: Gods are beings made of the thoughts of their believers. Respect and honor them, but realize them for what they are.

Background: Anyone can be a Conceptualist, they just have to think hard enough. You know that nerdy guy that can't push a plow? Well if he thinks about exactly how force is exerted on it enough, it just might work on it's own. But it has to be the most pure IDEA of moving it. Most often Conceptualists run into promising children on their travels, enlighten them to the powers they possess, then carry on. The newly enlightened individual is left to explore the bounds of their own mind and what they can do with it.

Races: Any race may be a Conceptualist, though Humans often take to it based on their natural adaptability. Grey Elves, with their high capacity for thought similarly do well.

Other Classes: Conceptualists are curious about all individuals of all professions, seeing them as singular ideas of the world's cohesive whole. Individuals that possess great knowledge are duly respected by Conceptualists, while those that hold little value in it are not. Psions, Wizards and Archivists make either the best friends or worst enemies for Conceptualists, based on how they view each other's work. Conceptualists could see the practices of the others as part of the same practice, or they could see it as a deviant, deprived form. Likewise could be said from the other classes' point of view.

Role: Conceptualists are highly versatile and can fill most roles. A utility/support type role best suits them, however. They are likely to be aiding their comrades from a safe distance, though they could exemplify the Concept of War to play a more active part. Role is largely defined by the Concepts in which they specialize.

GAME RULE INFORMATION:
Abilities: Intelligence is by far the most important ability for Conceptualists, as it determines the strength of all of their abilities. Charisma is helpful if trying to great a diplomatic Conceptualist. Constitution and Dexterity are useful as always for longevity.
Alignment: Any.
Hit Dice: d6.
Starting Age: As Sorcerer.
Starting Gold: As Rogue.

Class Skills: Concentrate, Craft, Diplomacy, Knowledge, Perform, Profession, Sense Motive, Speak Language, Spellcraft and Use Magic Device. Additionally, Conceptualists have five more Class Skills of their choice, selected when they attain their first level in this class.
Skill Points at 1st Level: (4+Int modifier) x 4
Skill Points at Each Additional Level: 4+Int modifier

Level BAB Fort Ref Will Special Focus1st +0 +0 +0 +2 Circles of Thought, Pure Intellect, Mental Rush, Shield of Thought 1 2nd +1 +0 +0 +3 Think Before You Act, Mage Hand 23rd +1 +1 +1 +3 Well of Knowledge 54th +2 +1 +1 +4 Over Conceptualize (1), Message 95th +2 +1 +1 +4 Second Circle (-2) 146th +3 +2 +2 +5 Paragon of Thought 1/day 207th +3 +2 +2 +5 Will of Logic 278th +4 +2 +2 +6 Over Conceptualize (2), Applied Intellect 359th +4 +3 +3 +6 Mental Construct 4410th +5 +3 +3 +7 Third Circle (-4) 5411th +5 +3 +3 +7 Trapped in Your Head 6512th +6/+1 +4 +4 +8 Over Conceptualize (3), Paragon of Thought 2/day 7713th +6/+1 +4 +4 +8 Quick Construct 9014th +7/+2 +4 +4 +9 Grant Comprehension 10415th +7/+2 +5 +5 +9 Fourth Circle (-6) 11916th +8/+3 +5 +5 +10 Over Conceptualize (4), Reinvent the Wheel 13517th +8/+3 +5 +5 +10 Instant Construct 15218th +9/+4 +6 +6 +11 Paragon of Thought 3/day 17019th +9/+4 +6 +6 +11 Deconceptualize 18920th +10/+5 +6 +6 +12 Over Conceptualize (5), A God am I 209
Class Features:
All the following are Class Features of the Conceptualist.

Weapon and Armor Proficiencies: Conceptualists have proficiency with Simple Weapons, and no armor. Armor and shields do not hinder the use of their abilities, however.

Circles of Thought (Su): The majority of the Conceptualist's powers and uniqueness come from their focus on certain Circles of Thought. These in turn contain a number of individual Concepts which grant the Conceptualists power. At first level the Conceptualist selects a single Circle as their First Circle. Each morning the Conceptualist spends an hour focusing their minds on the thoughts that provide them power. They allocate their Focus among the Concepts to which they have access, based on their Circles. Conceptualists have a Thinker Level equal to their class level. There can not be more Focus put into any one Concept from the First Circle than the Conceptualist's Thinker Level. Second, Third and Fourth Circle Concepts act at a reduced level, as indicated by the table. For example, a Second Circle Concept with 5 Focus in it would operate as if there were only 3.

Pure Intellect (Su): In addition to the more specific Circles and Concepts to which the Conceptualist gains access, they also gain a number of other capabilities by harnessing a much rawer form of their intellect. They have a number of Pure Intellect points (PI) which they may spend each day equal to twice their Intelligence Modifier plus their Conceptualist level.

Shield of Thought (Su): Under normal circumstances, a thinker like the Conceptualist wouldn't last long on the battlefield. However, they may use their Pure Intellect to protect themselves with a wall of solid thought. As an immediate action the Conceptualist may add an amount to their AC as a deflection bonus equal to the number of PI they spend, up to a maximum of half their Conceptualist Level rounded up or 5, whichever is less. This bonus lasts until the start of their next turn and may only be used if the Conceptualist is aware of the attack.

Mental Rush (Su): Thoughts inside minds. It isn't difficult to overwhelm a lesser mind, preventing them from thinking clearly enough to act. The Conceptualist may spend one or more PI (Max Conceptualist Level) to force a target within 30ft to make a Will Save at DC 10+Int mod+PI spent. If the target fails the save, they are Stunned for a number of rounds equal to the margin of failure, minimum one round.

Think Before you Act (Ex): Forethought is one of the main tenets of the Conceptualist world view. They don't blindly rush into things. They may spend a full round action concentrating on what they plan to accomplish, spending a single PI in the process. Any skill check or attack roll made in the following round gains a bonus equal to the Conceptualist's Intelligence Modifier.

Mage Hand (Su): Psions move things around a whole lot with their minds. It seems to be one of the things they like to do to show off. It also happens to be a basic technique that all Conceptualists gain access to. For one PI they may cast Mage Hand as per the spell as a standard action, with a Caster Level equal to their Thinker Level.

Well of Knowledge (Ex): Conceptualists learn a lot of things in their travels - it's only natural, given what they spend their time doing. Every little bit of knowledge they come across is safely filed away for later use. With the application of a few handy mnemonic techniques, this allows the Conceptualist to draw upon a varitable wellspring of knowledge. This ability functions the same as the Loremaster's Lore ability, save that Conceptualist level is used instead of Loremaster level.

Over Conceptualize (Su): It's always possible to put a little extra umph in your thoughts. Unfortunately, it also exhausts you a bit. Starting at level 4, the Conceptualist may temporarily boost the Focus in a Concept in which they already have one or more allocated by 1, for the purposes of a single use of said Concept. After this use, the Focus in the concept is reduced by one until they rest for eight hours. At level eight and above, they may boost it up to two, suffering a drop of two afterwards, and so on, as indicated. If the Concept being boosted is passive or of an ongoing duration, it is boosted for two minutes and this ability is used as a move action.

Message (Su): Thoughts are the bread and butter of the Conceptualist. It's only natural that they could project theirs into the minds of others. They may spend one PI to cast Message, as per the spell, as a standard action, with CL equal to TL.

Paragon of Thought (Su): When a Conceptualist enters that special spot between the real world and the world of their minds, they are capable of truly frightening feats. Starting at 6th level, they may go Paragon Mode once per day as a free action. While in Paragon Mode, they gain a temporary +4 to Intelligence and Wisdom, as well as a +2 to Will Saves. This does not result in an increased PI. Focus in all Concepts that have one or more in them already functionally increase by 2 for the duration. The Conceptualist gains a temporary reserve of PI equal to their newly changed Int Mod for the duration, which disappears when the Mode ends (Think of it kinda like Temporary HP in how it works). Paragon Mode lasts for a number of rounds equal to 3+Newly changed Int Mod, though it can be ended early as a Free Action. Following the Paragon Mode, the Conceptualist is Fatigued until the end of the encounter or for the next two minutes, whichever is longer. During this time they may not use any Concepts or spend any PI. At higher levels this becomes usable more times per day.

Will of Logic (Ex): The Conceptualist's focus on the ideas of the world keep them firmly grounded in reality. They add their Intelligence Modifier to their Will saves instead of Wisdom if it is higher.

Applied Intellect (Ex): All the Conceptualist's diverse training aids them in picking up skills with which they have no experience. When making a skill check with a skill in which they have no ranks, they may choose to spend an amount of PI. They gain a bonus on the check equal to the PI spent.

Mental Construct (Su): One of the Conceptualist's most versatile abilities is that to give their thoughts solid form. They may create a stationary, semi-transluscent object anywhere within 50ft of a size category as indicated by the table below. It it immovable and lasts for a number of rounds equal to Conceptualist Level, though it may be dismissed early. The Construct need not be continuous (Could be ladder rungs, for example) and a Craft Check may be made to make it appear in a certain form. The construct has Hardness equal to half Conceptualist level, rounded down and HP equal to twice Conceptualist level. Creating a construct takes one full round action per PI spent. At 13th level Constructs take one full round per two PI spent to create, and if only one PI is being spent it is done as a standard action. At 17th level they are created at 4 PI per full round, done in a Standard action if 2 or 3 are spent and done in a Move Action if only 1 is spent.

PI Spent Size Category1 Fine2 Diminutive4 Small8 Medium12 Large16 Huge20 Gargantuan26 Colossal

Trapped in Your Head (Su): One of the first things every Conceptualist learns is to overwhelm a target with Pure Intellect. Going beyond that, they can overwhelm a target so completely that they become catatonic, trapped inside their own minds, incapable of taking any physical action. Using this ability takes one minute and must be used on a willing, restrained, or unconcious individual. At the end of the casting, they become catatonic (as described above) for a number of hours equal to Conceptualist Level. After this period, they may make a Will Save at DC 10+1/2 Conceptualist Level rounded down+Int Modifier. If failed, they are catatonic for another period as before. After this second period they roll their save again, now at a +1. Add one every time they fail their save until they succeed.

Grant Comprehension (Su): With a brain this poweful, it's no surpise that you can boost those around you. What IS surprising is that you can boost them so high that they can comprehend Concepts. The Conceptualist may spend a minute to grant a willing target they are making contact with access to a single one of the Concepts which they have access to and an amount of Focus equal to the amount the Conceptualist lends them, maximum being the target's Int modifier. These abilities and points may be recalled at any time as a Free Action.

Reinvent the Wheel (Su): "May your thoughts become reality" is a common tiding of good will among Conceptualists. But few attain a level of power such that they can change the very way that the world works on a whim. Starting at this level, they may spend a single PI to make one inanimate, nonmagical item or dead creature function as if it were another object of comparable size for a single hour. A square wheel could function as a circular wheel, for example. Or a dead fish as an arrow. The targeted object cannot be larger than 5ft in any direction. All uses of this ability are subject to DM approval.

Deconceptualize (Su): If you can think something into reality, why not think something out of it? You just think that it's not there with enough conviction and... It's not. Like it's never been. By spending an amount of PI as a Full Round Action, the Conceptualist may attempt to Deconceptualize an object or creature within 50ft, of a size given by the table below.

PI Spent Size Category2 Fine4 Diminutive8 Small12 Medium16 Large20 Huge24 Gargantuan30 Colossal
Inanimate, nonmagical matter is annihilated entirely, leaving no trace. Inanimate living material (Such as mundane plants) cost the usual amount, plus an additional cost of 3 PI. Targeted Magic Items get a Will Save to resist, at DC 10+1/2 Conceptualist Level+Int Mod. Targeted living creatures get a similar save and have an additional cost of 5. Dead creatures may be targeted, allowing no save but still having the usual cost. A Deconceptualized creature (Even if Deconceptualized after killed) cannot by resurrected by anything but True Resurrection and even that has a 50% chance to fail. Direct action on the part of a God is, as always, able to entirely ignore this restriction.

A God Am I (Su): Speaking of Gods... Conceptualists are frequently found lost in their heads. Constantly thinking of a world different than the one their in. A world of logic, a world of creativity. A world where they have power. Their world. At this, the apex of Conceptualist power, this world becomes reality. A new Demiplane all their own. It has an area equal to Conceptualist Level squared square miles (400 square miles at 20th level). 5 PI may be spent as a Standard Action to Plane Shift here from any other plane. Willing travelers may come along at the cost of 3 PI per, and they must be in contact with the Conceptualist. Inanimate matter may be taken at no cost, as long as it does not exceed the Maximum Load of the travelers. Unwilling travelers may be taken as well, at the usual cost, but they get a Will Save at DC 10+1/2 Conceptualist Level+Int mod to resist. If they succeed, the PI are wasted and the Conceptualist travels without them. The Conceptualist and any individuals they allow may leave the realm as a Full Round action, reappearing exactly where they were when they traveled to the realm. Unwilling travelers may make the save again after spending a Full Round concentrating to attempt to leave. If unsuccessful, they may spend a Move Action each round after that, re-rolling the save with a cumulative +1 bonus to the roll until the escape. Individuals with Plane Shift or similar abilities may use that to leave.

Within the Realm, the Conceptualist can do a number of things at the cost of one PI and a Standard action:


Shift the temperature up to twenty degrees Fahrenheit, not exceeding 0 or 100 degrees. Default is 70.
Change the direction of gravity. Default is "Down".
Change ambient light level one notch. Default Bright.
Create 10 cubic feet of any substance, such as stone, wood, bread, or water.
Create a group of creatures with total HD no greater than Conceptualist Level. These beings may not leave the Realm by any means and there may be no more than Conceptualist Level Squared HD worth of such creatures at any one time. These beings act as usual, though tend to act kindly towards the Conceptualist if they are sentient.
Create any single landscape feature, structure, or group of small structures. Craft (Landscape) may be applicable, as may Knowledge (Architecture and Engineering). Examples are rivers, mountains, castles, or groups of houses.


Nothing created as part of the realm (Creatures, substances, dirt from hills, etc.) may leave it by any means. The one exception to this is matter that has been digested or is being actively digested by a Traveler (A being that does not originate in the Realm), subject to DM approval.

Lastly, while inside the bounds of their Realm, the Conceptualist is considered as if constantly in Paragon Mode.



SEE CIRCLES AND CONCEPTS ON MY NEXT POST DOWN

The Mentalist
2012-03-26, 02:37 AM
Can't say much about anything yet except one point...


The fluff. It. Is. Badass.

Milo v3
2012-03-26, 07:54 AM
Interesting. It is complex but I prefer it that way.

This will be an interesting pbp.

Welknair
2012-03-26, 09:02 AM
Circles and Concepts
A large portion of the Conceptualist's power comes from the Concepts to which they devote so much of their time. They ponder and deliberate over the nature of these fundamental aspects of the world until the understanding they attain grants them powers far beyond that of mortals.


The Circles

There are 12 Circles of Thought: War, Self, Mind, Nature, Sight, Travel, Create, Destroy, Morality, Magic, Light and Aid. Each of these circles encompasses at least five Concepts, specific examples of the ideas exemplified by the Circle. All Conceptualists gain access to a single Circle as their First Circle, being able to put Focus into its Concepts quite simply. Each morning they spend an hour meditating and allocate their Focus among the invididual Concepts to which they have access to, due to their First Circle. Focus is put in individual Concepts, not the Circle as a whole. Later they gain access to a Second Circle, whose concepts act as if they had 2 fewer Focus in them than they do, causing them to be more expensive and have a lower maximum power. Third and Fourth Circles work similarly. All Concepts are Supernatural in nature.

Any references to "Focus" as a value refer to the amount of Focus allocated to that Concept, unless stated otherwise.

War

Blade: Meditation over the pure essence of a Blade and how its strike affects the world has granted the Conceptualist improved skill with weapons of war. They add an amount to all Attack Rolls with melee weapons equal to one half the Focus in this Concept, rounded up. Additionally, they are treated as having Weapon Proficiency with one Martial Melee Weapon per Focus in this Concept. At Focus 5+, they are simply treated as having proficiency with all Martial Melee Weapons.

Bow: The draw of the string, the arc of the arrow... These are all ideas which the Conceptualist can grasp quite readily. This Concept functions just as Blade, save that it applies to ranged weapons instead of melee ones.

Dagger: Stealth and death in the night are the way of the assassin. By pondering these techniques, the Conceptualist begins to grasp how combat from the shadows functions. They gain 1d6 Sneak Attack damage per three Focus in this Concept, rounded down.

Shield: The Warrior's shield keeps them safe from the relentless attacks of their foes. Concentrating on this protection allows the Conceptualist a measure of similar defense. For every four points in this Concept the Conceptualist gains a +1 Armor Bonus to AC. Additionally, they gain the benefits of Light Armor Proficiency and Shield Proficiency as long as they have at least one Focus in this Concept, Medium Armor Proficiency with 6, and Heavy with 11.

Endurance: If you can't take a hit, there is no use even walking into the fray. The best of combatants can take numerous hits and not only stay standing, but return in kind. The Conceptualist's maximum HP increases by 2 for every Focus in this Concept.

Victory: The way to win a war is a much pondered subjects by the greatest of strategists. Conceptualists can instill in their comrades the purest form of what "Victory" truly means. Allies within 50ft gain a +1 to attack rolls for every 4 focus in this Concept.

Defeat: The opposite of victory. Make the other side lose and that means you win. Enemies within 50ft gain a -1 to attack rolls for every 4 focus in this Concept.


Aid

Heal: When one thinks of what it means to aid someone, they usually think of mending injuries. And Conceptualists do a lot of thinking. They have a total of Focus*2 Hit Points worth of healing to distribute over the course of the day, working almost identically to the Paladin's Lay on Hands.

Sacrifice: The nature of "Sacrifice" is a complex one. It involves both the help and the hurt of individuals. It can save and it can end lives. Often both at once. The Conceptualist may absorb up to Focus damage dealt,up to half, to any ally within 50ft, taking it on themselves instead.

Bolster: Make your allies stronger so they may better protect themselves and fulfill their goals. Target ally within 30ft gets +4 to a single ability score for Focus minutes. This Concept is usable again 10 minutes after the prior use expires. Using it takes a Full Round Action and may be ended prematurely as a Free Action.

Resist: There is more to this world than slashing blades and piercing arrows, as the Conceptualist knows quite well. Allies within 50ft gain a +1 bonus on all saves for every 4 Focus in this Concept.

Sanctuary: It is much more efficient to prevent your friends and compatriots from getting injured than to try to repair the damage afterwards. The Conceptualist gains the ability to cast Sanctuary, as per the Cleric spell, with a Caster Level equal to the Focus in this Concept. It is usable again ten minutes after the prior use ends.


Minds

Lead: Leadership is not an easy thing. Among other things, there is the discrepancy between what the Leader says and the Followers hear. But what if you could get around this problem? What if you could emanate pure Leadership? This Concept takes two minutes to activate, but takes no actions to maintain once it has been. All willing individuals within 10ft*Focus are included in the effect and gain a +1 bonus to all attack rolls, but can only follow the orders you issue telepathically. They may willing disobey at any point, but doing so breaks them out of the Lead and lose the +1 bonus and the ability to hear the Leader's mental commands.

Persuade: Persuasion is just a matter of getting the other person to understand your point of view. Given the Conceptualist's focus on understanding, this is little challenge. Target within 30ft must make a will save against DC 10+Int Mod+1/2 Focus or they agree to a relatively reasonable request (DM approval. Suicide is usually not reasonable.). If they make their save, they may not be targeted by this ability again for the next 24 hours. Regardless of success, this ability cannot be used more than once every 10 minutes. Activating this ability takes a Standard Action. This is an Enchantment (Compulsion) effect.

Control: If two thoughts occupy the same mind, the stronger thought wins out. And the Conceptualist's is always the stronger. As a Standard action, the Conceptualist may force a target within 30ft must make a Will Save at DC 10+Int Mod+Focus/2 or they are Dominated as per the spell for Focus minutes. If they make their save, they may not be targeted by this ability again for the next 24 hours. Regardless of success, this ability cannot be used more than once every 10 minutes. The target remembers everything they do while Controlled. This is an Enchantment (Compulsion) effect. This Concept does not function with fewer than 8 Focus in it.

Amnesia: The minds of lesser intellects are weak and fragile. Target within 30ft must make a Will Save against DC 10+Int Mod+1/2 Focus or forget the last two minutes, replacing it with a blank spot. Remove Curse, Wish, Miracle, and Lesser Wish may reverse this. If they make their save, they may not be the target of this abilities for 24 hours. Regardless of success, this ability may not be used more than once every 10 minutes. Activating this ability is a Standard Action. This is an Enchantment effect.

Memory: Control and Amnesia proved that minds can be overridden and memories brushed aside. So why not do both at once? Willing, unconscious or restrained target must make a Will Save against DC 10+Int Mod+1/2 Focus or have up to Focus minutes of their memory that the Conceptualist is aware of modified or replaced. This save is rerolled after a day at +1, then after a week at +2, then a month at +3, and then finally a year at +4. Every year after that they make the roll again at at a cumulative +1 until they make their save. Using this ability is a Full Round Action. This is an Enchantment effect. This Concept does not function with fewer than 12 Focus in it.

Read: Ideas and thoughts are everywhere around us, it's just that most don't have the ear to hear them. The Conceptualist is so in tune with the way that thoughts work that they can pick up on those around them. Target within 30ft must make a will save at DC 10+Int Mod+1/2 Focus or the Conceptualist can read their surface thoughts for the next Focus minutes. If they make their save, they may not be the target of this ability again for the next 24 hours. This ability may be used again 10 minutes after its last use has expired.



Sight

Vision: See the world, know the world, understand the world, control the world. The mantra of the Observationalist focuses on total perception of the world around you. If you see everything, you cannot be surprised. For every Focus in this Concept, the Conceptualist gains a +1 bonus to Spot and Search checks. At 5+ Focus, they gain Low Light Vision if they did not already have it. At 10+ they gain Darkvision out to 60ft if they did not already have it. At 15+ They can see through (And thus ignore the usual miss chance caused by) any concealment besides Total Concealment.

Piercing Gaze: Illusions are crude, artificial immitations of the real. A practiced eye channeling the very concept of what is "Real" can pierce through such weak attempts to fool the mind. For every 4 Focus in this Concept, you get a +1 bonus on Will Saves to disbelieve an Illusion. At 10+ this roll is made automatically, not required the usual action specifically inspecting the illusion, and they make this roll against Invisibility as well. At 15+ it is made against True Invisibility too.

Scrying: Thoughts of sight, no matter how far away, can provide visions. These visions are not simply mental manifestations of the desired image, but rather true vision of the thought-of-location. The Conceptualist can cast Scrying, as per the Wizard spell of the same name, at a Caster Level equal to the Focus in this Concept. There must be at least 7 Focus in this Concept for it to function.

Foresight: Think of the future enough and it, like all things, will appear. For every 5 Focus in this Concept, the Conceptualist gains a +1 Dodge Bonus to AC. At Focus 4 and above, they are additionally treated as having Uncanny Dodge as a Rogue of a level equal to Focus.

Soul: Conceptualists of the Sight Circle see a lot of things. One thing that most don't expect to see is the very soul of those around them. Once you've seen the soul of another, you know exactly the words - the words which are incomprehensible to all others - the words that are entirely tuned to that soul. By saying these words, you cause their very soul to reverberate, harming them in ways that most cannot understand. As a Standard Action the Conceptualist may target an enemy within 30ft with this ability, forcing them to roll a Will Save against DC 10+Int Mod+1/2 Focus. On a failed save, they take 1d6 untyped damage for every 4 Focus in this Concept, as well as 1d3 Wisdom damage. This ability cannot be used more than once every 4 rounds.



Create

Craft: Creation is something that comes very naturally to Conceptualists. Conceptualists need but to focus on a desired object, and their thoughts speed along its creation. When Focus is allocated to this Concept, a single Craft skill must be chosen, in which the Conceptualist has at least one rank. Once per day the Conceptualist may make a Craft check with that skill with a bonus equal to Focus, taking a minute but having the effect of a day's worth of work. The Conceptualist still requires the appropriate materials for this craft check, and may only allocate Focus in one Craft skill at a time.

Repair: All crafted objects begin with an intended form. With a unifying vision. A thought. The conceptualist can allow an object to remember that thought which first gave it form, allowing it to reassume that form. As a standard action the Conceptualist may cause target object or construct within Focus*5ft to regain a number of hit points equal to Focus. This ability can be used to repair inanimate objects (Non-constructs) even after they've been reduced to 0 HP, as long as the pieces are in place. Lastly, Repair may be used to attach two objects together, even if they were not originally parts of the same object. This attachment lasts for Focus minutes and can support Focus^3 pounds. If worn, wielded, or magical, the object is allowed a Will Save at DC 10+Int Mod+1/2 Focus to resist. Using repair takes a standard action and has a range of Touch. (So if you wish to stick something to a warrior's shield, you'd need to succeed on a Touch Attack, and then the warrior would need to fail their save).

Strengthen: Conceptualists can reinforce objects by reinforcing the thoughts from which they are made. As a standard action the touched object increases in Hardness by 1 per 3 Focus (Rounded up). If target object is a piece of armor, it grants DR/adamantine 1 for each 4 Focus, rounded down. If target object is a melee weapon or projectile, it overcomes 1 DR or Hardness per 2 Focus, rounded up.

Imbue: Just as spellcasters can imbue items with magic, Conceptualists can imbue them with thoughts, giving them supernatural attributes. As long as the Conceptualist has the appropriate feats, they may craft magic items, imitating any spell of up to a level of Focus/4 rounded down for the purpose of said craftings. They are not treated as being able to cast these spells for any other purpose, including activating scrolls, wands or staves.

Manifest: The Conceptualist is capable of giving their thoughts physical form, as per their Constructs. A few though, that emphasize the Circle of Creation, can create raw materials that persist. As a full-round action that provokes attacks of opportunity, the Conceptualist may create an amount of material as per the table below. This ability may only be used once per hour. All creation amounts are rounded down.

{table=head] Material | Cubic Feet Created
Wood |
1 per Focus
Stone |
1 per 2 Focus past 2
Steel |
1 per 4 Focus past 4
Gold |
1 cubic foot, minimum 15 Focus
Mithral |
1 cubic foot, minimum 18 Focus
Adamantine |
1 cubic foot, minimum 20 Focus



Destroy

Energy: Fire, Electricity, Acid and Cold. These four energy types are some of the most destructive forces in the universe. A Conceptualist wishing to wreak havoc naturally turns to thoughts of these. Focus is allocated in these four energy types separately. As a standard action the Conceptualist may make a Melee Touch Attack to try to inflict 1d6 damage of the chosen element for every 2 Focus in it, minimum 1d6. (Sonic? What is this Sonic that you speak of?)

Force: Destructive forces? What could be more destructive than force itself? This Concept functions as Energy, but it is 1d4 force damage for every 2 Focus instead of 1d6.

Ray: Melee damage is so restrictive. Energy or Force may be used once every other round as a Ranged Touch Attack at a range of 10ft per Focus in Ray. Note the "Every other turn" applies to both and to all energy types. No alternating Fire and Cold damage to spam this.

Blast: Sometimes the mooks are just everywhere. The idea of your fire spreading to engulf the entire horde is one that many a Chaotic Conceptualist fantasizes about. Once every 4 rounds the Conceptualist may make a Blast attack with one of their Energies or with Force, targeting a space within 10ft per Focus in Blast. The damage is dealt to all within a radius of 5ft per 3 Focus in Blast. A reflex save at DC 10+Int Mod+Focus in Energy or Force/2 is made to halve the damage.

Nova: Pure energy or force can radiate out from the Conceptualist like fire from the sun. They may spend a Standard Action to emit a Nova of Energy or Force, dealing an amount of Energy or Force damage as per their Focus in those Concepts. All in a radius of 5ft per 2 Focus take damage and may make a Reflex Save against DC 10+Int Mod+Focus in Energy or Force/2 to halve it. This ability is usable once every 6 rounds and does not injure the Conceptualist.

Sphere: A sustained orb of Energy or destructive Force is much more difficult to create and maintain than a brief bolt of it. As a Full Round Action the Conceptualist may conjure up a sphere of an Energy or Force in which they have Focus, occupying a 10X10 space within 50ft of them. Maintaining this orb takes a Move Action each round and moving it a Standard Action. The orb moves at a rate of 5ft per 2 Focus in this Concept, dealing 1d (6 for energy, 4 for Force) damage to anything it passes through. Any creature occupying the same space as it at the end of the Conceptualist's turn takes the amount of damage indicated by their Focus in Energy or Force. They may make a Reflex Save at DC 10+Int Mod+Focus in Energy or Force/2 to attempt to halve the damage. This Concept cannot last longer than Sphere Focus rounds. This Concept is usable again 10 minutes after its last use ended.

Shatter: It is so much easier to destroy than to create. The works of millennia can be destroyed in the blink of any eye. All you need is one little crack. Target inanimate object within 5ft per Focus takes Focus*4 damage, ignoring Hardness. If worn, wielded, or magical, the object is allowed a Will Save at DC 10+Int Mod+1/2 Focus to halve the damage.



Nature

Grow:*Thoughts of the green harvest and healthy crops aid in the upbringing of all plants. A Naturalist strolling through a farming village is often hailed as a great blessing. Any plants within a radius of 10ft per Focus perk up a little as the Conceptualist passes. If the crops were growing poorly before, due to some ill event, this Concept can mitigate the problem. As long as the Conceptualist is within range of a plant, and for Focus days after they leave, the plant grows three times as fast, and generally quite healthily. Plant creatures heal Focus HP every ten minutes they are within the radius. You can suppress or reactivate this Concept as a Move Action

Wither: If one can bestow life, they can destroy it as well. This Concept functions exactly as Grow, except that plants droop in their prescence and grow slowly and stunted while given prolonged exposure to the Conceptualist and for Focus days after. Plant creatures take Focus untyped damage every minute they are within the radius. It is much easier to kill than to grow. You can suppress or reactivate this Concept as a Move Action. You cannot have Wither and Grow both active at the same time.

Weather: If your thoughts can become reality, what happens on one of those days when you feel like a raincloud is over your head? To use this Concept, the Conceptualist selects a desired result and makes a check, rolling 1d20+Int Mod+1/2 Focus. If they meet or beat the DC, the desired effect takes place, within a radius of a 1/8 mile per Focus, for one hour. This check may only be made once every half hour. If a check is made before the currently prevailing condition has finished, it resets the hour countdown.

{table=head] Effect | DC
Clear | 20
Fog | 20
Rain | 20
Storm | 25
Thunderstorm | 30
Hail Storm | 30
Unnaturally Brutal Hail Storm | 35[/table]
Notes: Rain is required for a Storm, a Storm is required for a Thunder or Hail storm, and a Hail Storm is required for an Unnaturally Brutal Hail Storm. All of these should be pretty self-explanatory. The last is a WHOLE LOT of hail, and the hail is quite large. Large enough to kill lesser animals or unlucky people. These effects are still largely random.

Animal: The vast majority of the beings in the world are not Elves, Orcs, Dragons, or even Humans, but rather quite normal animals. Their diversity and ability to thrive despite the quantity of strangeness going on around them is quite amazing. By focusing on these traits, the Conceptualist can come to empathize with them. With one or more Focus in this Concept, the Conceptualist may speak with animals freely. They additionally gain access to Wild Empathy, as per the Druid class feature, subsituting Focus for Druid level. At 6+ Focus, animals start as Friendly towards the Conceptualist. At 12+, the Conceptualist may issue a Call to all animals within 100ft per Focus to come to their aid, immediately starting as Helpful towards them. The Call may be used once per day, once available, and takes a Standard Action.

Plant: Even more than animals, plants dominate the world. This Concept functions exactly as Animal, except that the Wild Empathy checks are made targeting plants instead of animals, and they have the ability to bend in compliance with the Conceptualist's wishes if they succesfully bring them up to Helpful. At 12+ the Conceptualist may use a Plant version of the Call, calling roots and branches of plants up to 100ft away per Focus, within reason based on the size of surrounding plants. This Call is separate from that of the Animal Concept and is usable once per day once available, as a Standard Action.



Morality


Travel

Paths: Traveling around from one place to another takes much time, even if going by road. For some reason, however, when a Conceptualist really focuses on the task at hand - trudging along a chosen path - things seem to move a bit quicker. Anyone (including the Conceptualist) traveling on the same road or path as the Conceptualist, within 10ft per Focus of them, moves an extra 5ft per 4 Focus along the path in the direction of their destination. The Conceptualist may change their destination once every hour as a free action.

Flight: Soaring high above the clouds, unbound by the chains that hold most... It is no surprise that Conceptualists dream of this just as much as anyone else, if not more. But unlike most other people, those dreams can become reality. They gain a Fly Speed of 5ft per 2 Focus, with Perfect Maneuverability.

Halt: With mastery of movement comes mastery of non-movement. Or stopping, as some would say. Target within 50ft must make a Fort Save against DC 10+Int Mod+1/2 Focus or be unable to move from their space for a number of rounds equal to their Margin of Failure. Gravity, other creatures, and blasts, among other things, are still capable of moving them. They simply cannot take a step of their own accord. They may still take any action they usually would which does not involve leaving their space.

Dimensions: Just as Scrying allows thoughts of another place to become visions of another place, Dimensions allows the Conceptualist to GO to another place. As a Standard Action they may teleport up to 5ft*Focus in any direction, including through walls. If they would appear inside a solid object, usual shunting rules apply. They may not use this Concept more than once every 5 rounds. This Concept provides the added boon of access to an extradimensional storage space, much like that inside of a Bag of Holding. It has a volume of 2 Cubic Feet per Focus and may be accessed as a Move Action. Lastly, if there are 10 or more Focus in this Concept, the Conceptualist may cast Plane Shift, as per the spell, once per day at a caster level equal to Focus in this Concept.

Direction: You can go as fast as you want, but if you don't know where you're going, it won't do you much good. With 1 or more Focus in this Concept, the Conceptualist always knows what direction is North. They can also think of a destination within Focus Miles and immediately know the shortest route to it. If the destination is warded against scrying magic of any kind, the Conceptualist must make an opposed Caster Level Check, using Focus as their caster level. Failure indicates that this ability does not function. This Concept may only be used to find locations, not people, creatures or objects. Use of this Concept is subject to DM approval.



Self

Skills: Applied Intellect shows the application of the Conceptualist's raw intelligence to skill-related problems. This Concept relates instead to the specific focus on a skill. Focus is allocated to individual skills, granting a +1 bonus on checks made with it for each Focus so allocated. This Concept may only be used with skills in which you have 4 or more ranks.

Body: By concentrating on the physical entity that is one's "Self", the Conceptualist can augment their natural abilities. Focus is allocated into the three Physical attributes (Strength, Dexterity and Constitution) indvididually.

{table=head] Focus | Ability Score Boost
2 | +1
4 | +2
8 | +3
14 | +4
22 | +5
32 | +6
44 | +7
58 | +8[/table]

Note: The limit on how much Focus can be in any one Concept still holds here. Which means that pre-epic you can only get up to +4 with this Concept.

Will: Focus on the concept of you and your personality and that concept becomes as unwavering as the earth itself. +1 to Will Saves against Enchantment effects for every 4 Focus in this Concept. Additionally, if there is 10 or more Focus in this Concept, a failed Will Save versus an Enchantment effect may be rerolled once per day. If it is at 15+, if the Conceptualist makes their save against an Enchantment effect on their first try, the caster must make a Will Save against the same DC or be subjected to the very effect which they were attempting to cast on the Conceptualist. The CL is that with which the effect was cast and the Conceptualist is treated as the caster.

Identity: What does it mean to be "You"? What does it mean to be someone else? The Conceptualist can so immerse themselves in thoughts of another person they know that they can fool magic into believing that they actually are that other person. Any spell attempting to discern something about the Conceptualist (Such as a Detect Alignment spell) or any spell attempting to find the Conceptualist registers the Conceptualist as the person which they are emulating (Detect Alignment spells would return with the result as if the emulated person had the spell cast on them, scrying spells would fail to find the Conceptualist, etc.) unless the caster succeeds on a Caster Level Check against DC 11+Int Mod+Focus

Form: The Conceptualist can ponder the form of another being so thoroughly that those thoughts grow to define them. To become them. The Conceptualist takes on the very form that they so ponder. Focus is allocated to individual forms, selected during Meditation. 3 points will buy you a humanoid form of your size category, 5 a creature of your size category, 8 a creature within one size category of your own. More points than these may be put into a form to increase duration, as will soon be described. Assuming a Form takes a Full Round Action as does reassuming your natural form. While transformed, the following changes take effect:


You lose any extraordinary abilities granted by your usual race
You gain any extraordinary abilities granted by the new form
You gain any natural attacks granted by the new form
You lose any natural attacks granted by your usual race.
You assume the movement modes of the new form.
If shifting into anything that is not a PC race, ability scores shift 2 in the direction of those of that creatures. So taking the Form of a bear would likely increase your Str and Con by 2, among other things, while lowering most of your mental scores.
Lose speech capabilities if your new form cannot speak.
Lose ability to use PI for the duration of the change.


Forms last for a number of minutes equal to the Focus spent in them. At the end of the time, a Full Round Action is immediately spent transforming back to normal. Once you have shifted out of one of your Forms, it cannot be reassumed for the next 10 minutes.



Light

Bright: Let there be light. Light is pure and simple, like the thoughts of the Conceptualist. With thought and knowledge the Conceptualist makes light, and with light the Conceptualist may peer into the depths. As a Standard Action, the Conceptualist may issue Bright Light out to 10ft per Focus, and Shadowy Illumination out to 20ft per Focus. This is treated as a [Light] spell of a level equal to one half the Focus in this Concept, maximum 9th. This light emanates from the Conceptualist themself and persists for 1 minute per Focus or until dismissed. Additionally, the Conceptualist may cast any [Light] spell ----

Dark:

Bend:

Disguise:

Blind:



Magic

Dispel:

Sense:

Cast:

Mundanity:










Can't say much about anything yet except one point...


The fluff. It. Is. Badass.

I know, right? :smallbiggrin: Got the ideas on paper now, at least. I'll be adding and modifying sporadically over the next few days, adding class features and the actual Concepts.


Interesting. It is complex but I prefer it that way.

This will be an interesting pbp.
I am known for the complexity of many of my works - Boccob knows what Bloodlines would've looked like if I hadn't been going off of a template. And I very much look forward to playing this! Should be quite an interesting experience..

Welknair
2012-03-26, 10:55 PM
I call them "Class Features". I added some. The rest should be done shortly, PEACHing very much wanted. I get the feeling this class is going to go through a lot of edits. And I changed the core mechanic for the Concepts.

First three Circles are statted, not sure when I'll have time to post them. I should have at least 12 when I'm finished.

Milo v3
2012-03-26, 11:18 PM
Firstly I hope Deconceptualize's text is only flavour and not mechanics yet as that would be the most powerful thing in the game. :smalltongue:

Secondly you call Applied Logic, Applied Intellect in the table.

Thirdly, Reinvent the wheel is my new favourite ability. It is going to be amazingly useful and it shouldn't be too overpowered.

Fourthly, FISH ARROWS!

Fifthly, I really like how this is so far and will be watching this develop very closely.

Finally, I look forward to seeing this playtested.

Welknair
2012-03-26, 11:28 PM
Firstly I hope Deconceptualize's text is only flavour and not mechanics yet as that would be the most powerful thing in the game. :smalltongue:

Secondly you call Applied Logic, Applied Intellect in the table.

Thirdly, Reinvent the wheel is my new favourite ability. It is going to be amazingly useful and it shouldn't be too overpowered.

Fourthly, FISH ARROWS!

Fifthly, I really like how this is so far and will be watching this develop very closely.

Finally, I look forward to seeing this playtested.

Very cool! Glad you like it! Thanks for the Applied Intellect catch! And I have added mechanics for Deconceptualize - May need some tweaking, but is effectively the only save-or-die they get. May need some tweaking.

Almost done typing up A God Am I!

Daverin
2012-03-26, 11:49 PM
... And this fulfills a gap I felt was existing for class concepts. I think the best complement I can give you is already in your sig. :smalltongue:

Welknair
2012-03-26, 11:54 PM
... And this fulfills a gap I felt was existing for class concepts. I think the best complement I can give you is already in your sig. :smalltongue:

I think so :smallbiggrin:


A large portion of their actual power will be coming from the Concepts and Circles I keep alluding to. Nothing too complicated, though.

eftexar
2012-03-27, 12:13 AM
I can't wait to see the circles. This class looks pretty cool.
One thing I might add to Deconceptualize is some sort of penalty on a failed resurrection. Otherwise what's to stop someone from casting it twice?
Am God Am I is a pretty sweet ability. Originally I was worried about its power, but then noticed the conceptualist would have to drag somebody into his demiplane and things created couldn't actually leave. A question about the cumulative +1 though, because of how it's worded. Does it apply to the DC needed to escape or does it apply as a bonus to their save?

EDIT > Another question about Am God Am I. If the conceptualist creates bread and somebody eats it and then leaves, do they gain sustenance?

Welknair
2012-03-27, 12:17 AM
I can't wait to see the circles. This class looks pretty cool.
One thing I might add to Deconceptualize is some sort of penalty on a failed resurrection. Otherwise what's to stop someone from casting it twice.
Am God Am I is a pretty sweet ability. Originally I was worried about its power, but then noticed the conceptualist would have to drag somebody into his demiplane and things created couldn't actually leave. A question about the cumulative +1 though, because of how it's worded. Does it apply to the DC needed to escape or does it apply as a bonus to their save?

Deconceptualize: You're effectively flipping a coin to see if it works, and spending 25k gp either way. The effect was based off of the Barghest's feast spell. It's meant to make it darn difficult and very expensive to bring Deconceptualized people back - not impossible. If they have followers willing to spend 25,000gp on them multiple times, I think they deserve to come back. Though if it fails the first time and they don't understand what's going on, they may give up.

A God am I: Bonus is to the save roll, not the DC. I'll clarify that.

Glad you like the class!

Edit:


EDIT > Another question about Am God Am I. If the conceptualist creates bread and somebody eats it and then leaves, do they gain sustenance?
That is a very good question, and one that I thought of.

And one that I haven't come up with an answer for. I want players to be able to chill in the Realm, but based on science and biology, spending a month in there will result in a large portion of your water weight being from the Realm, unless you're very careful. So then if you leave, do you lose all that? But if not, you end up with players trying to swallow diamonds or somesuch.

I think I'll just say that they keep any substance that has been digested or is in the process of being digested, subject to DM approval. That ought to cover it.

Editedit:

Once I finish with this, I can make the PrC for Conceptualist/Wizard/Psion/Archivist! Oh joy!

Tacitus
2012-03-27, 12:27 AM
Hmm... I'm seeing way too many abilities keyed off of PI points with far too few uses, though Paragon of Thought may help with this. 1/2LvL+Int for an entire day when you can spend up to your level blocking an attack seems... lopsided, I guess? Do you intend for PI to be Per Encounter, rather than Per Day? That so many features use PI and so much can be spent to that end seems to suggest it.

My first impression gives me a sort of Incarnum Sorcerer feel, which may change wildly depending on actual Circles and Concepts. When I say Incarnum Sorcerer, I refer to how your focus can change wildly from day to day. Though that leads me to thinking about how it might be nice to have the ability to slightly modify your focus during the course of the day, but depending on the Circles and Concepts that might be silly.

eftexar
2012-03-27, 12:31 AM
Ah forgot about the cost of the spell. The last game I played that we actually had a resurrection spell available we had reached level 80 (so we just sort of ignored spell components).
I'm curious what you plan on doing for the circles. Do you plan on doing passive functioning abilities (aura-style?), something more like spells, or something more like invocations?

And as far as what Tacticus said, I assume not, but it might be a good idea to make PI points per an encounter. Of course that depends on what tier you are aiming for and how powerful circles end up being.

Welknair
2012-03-27, 12:34 AM
Hmm... I'm seeing way too many abilities keyed off of PI points with far too few uses, though Paragon of Thought may help with this. 1/2LvL+Int for an entire day when you can spend up to your level blocking an attack seems... lopsided, I guess? Do you intend for PI to be Per Encounter, rather than Per Day? That so many features use PI and so much can be spent to that end seems to suggest it.

My first impression gives me a sort of Incarnum Sorcerer feel, which may change wildly depending on actual Circles and Concepts. When I say Incarnum Sorcerer, I refer to how your focus can change wildly from day to day. Though that leads me to thinking about how it might be nice to have the ability to slightly modify your focus during the course of the day, but depending on the Circles and Concepts that might be silly.

First half: Going through and typing this all up, I realized that myself. It was originally meant to be a per day basis, and the features to be random side abilities. It is worth noting that many uses cost only a single PI. May still tweak it, however. Perhaps full Conceptualist level+Int mod. Or +2X Int mod. Or something like that. I would like to keep them on a per day basis, however.

Second: Circles and Concepts, as I said earlier, will be the primary power of this class. Most of the PI abilities are side features usable primarily outside of combat (Save for the first two). You can reselect your Focus allocation among Concepts each day, but not your choice of Circles. So there is still some consistency in abilities on a day-to-day basis, while still allowing for adaptability. I'll likely add a feat that allows you to once per day shift an amount of Focus equal to Int Mod or something similar.


Ah forgot about the cost of the spell. The last game I played that we actually had a resurrection spell available we had reached level 80 (so we just sort of ignored spell components).
I'm curious what you plan on doing for the circles. Do you plan on doing passive functioning abilities (aura-style?), something more like spells, or something more like invocations?

And as far as what Tacticus said, I assume not, but it might be a good idea to make PI points per an encounter. Of course that depends on what tier you are aiming for and how powerful circles end up being.

As I said, I have the first three circles done already: War, Aid, and Mind. War has Blade, Shield, Dagger, Bow, Victory, Defeat, and Endurance as it's concepts. Dagger gives 1d6 SA damage per 2 focus allocated to it, rounded down. Victory gives a bonus to attack rolls for all allies within thirty feet equal to one fifth Focus allocated, rounded down. Aid includes Sanctuary as one of it's concepts, which allows the use of the spell once every ten minutes or so, with CL=Focus. They're varied, but things like that.

And as I said to Tacitus, I would like to maintain per day PI if possible, for purposes of overall concept. I want them to ration it.

Roc Ness
2012-03-27, 12:46 AM
I just want to say that I love this already. There is... little I can really comment about... so I can't wait to see the circles. :smallbiggrin:

The Mentalist
2012-03-27, 12:53 AM
Having read "Reinvent the Wheel" ...

...

DO YOU KNOW WHAT YOU'VE DONE?!

I can play Dali!

Wavelab
2012-03-27, 02:25 AM
Interesting. I will now rush you to complete the circles and so on, for I am truly interested in what they hold(partly because you challenged the psion in your fluff, and I like the psion).

Welknair
2012-03-27, 08:52 AM
I just want to say that I love this already. There is... little I can really comment about... so I can't wait to see the circles. :smallbiggrin:

Glad you like it :smallbiggrin:


Having read "Reinvent the Wheel" ...

...

DO YOU KNOW WHAT YOU'VE DONE?!

I can play Dali!

Dali?


Interesting. I will now rush you to complete the circles and so on, for I am truly interested in what they hold(partly because you challenged the psion in your fluff, and I like the psion).

The first few should be done by the end of the day. Hopefully they'll live up to your expectations.

The Mentalist
2012-03-27, 09:00 AM
Salvador Dali

http://en.wikipedia.org/wiki/Salvador_Dal%C3%AD

I honestly thought he was the inspiration for this...

Welknair
2012-03-27, 09:05 AM
Salvador Dali

http://en.wikipedia.org/wiki/Salvador_Dal%C3%AD

I honestly thought he was the inspiration for this...

Oh, I thought you were referencing a book or movie character.. I know who Salvador Dali is.

He in fact was not the inspiration. As I said, I've been juggling an idea like this around for some time now. Though the original version was called the "Animistic Champion" which I may still make eventually, using the same Concept system.

Edit: Though this WOULD be a good class for him :smalltongue:

Editedit: I have all twelve Circles written up, posting them this evening, hopefully.

Welknair
2012-03-27, 07:26 PM
Guess who just typed up all the Concept names as well as the stats for War, Aid, Minds and Destroy?

Milo v3
2012-03-27, 07:29 PM
Guess who just typed up all the Concept names as well as the stats for War, Aid, Minds and Destroy?

Abraham Lincoln!!!!

Welknair
2012-03-27, 07:38 PM
Abraham Lincoln!!!!

Close: Ben Franklin's Clone.

Milo v3
2012-03-27, 08:00 PM
Close: Ben Franklin's Clone.


:smalleek:
I thought I killed him.....
Dum Dum DUM!!

Welknair
2012-03-27, 08:03 PM
:smalleek:
I thought I killed him.....
Dum Dum DUM!!

You did. But then we cloned him again. Then an angry mob came through, stole his pants, and killed him again. Then I cloned him one last time, had him help me with my homebrew, then locked him in the cellar to keep him safe. That reminds me, it's time to feed him...

eftexar
2012-03-27, 09:02 PM
I'm liking the circles so far. The only concern I have is the amount of focus available.
Besides that with the limitation of 4 circles the maximum amount you can actually allocate is 80. So you just sort of have a bunch of extra points floating around. I'm thinking it should only scale to like 60 or something. That way focus does something. Or did I miss something that uses focus besides the circles?

Welknair
2012-03-27, 09:05 PM
I'm liking the circles so far. The only concern I have is the amount of focus available.
Besides that with the limitation of 4 circles the maximum amount you can actually allocate is 80. So you just sort of have a bunch of extra points floating around. I'm thinking it should only scale to like 60 or something. That way focus does something. Or did I miss something that uses focus besides the circles?

I'll make it more clear: Focus is allocated to Concepts, not to Circles. So you should be able to have up to 100 Focus in a single circle at 20th level. Or likely more, if there are more than 5 Concepts in it.

Elfstone
2012-03-27, 09:31 PM
Nice. Very clean and well thought out like most of your work. I had a WTF moment before I realized you had a Thinker Level (imagining +50 to attack with War concepts even at level 20 was a bit much). As it is I like it, I think that its going to be tough to divy up all your focus because of so many options, but thats not a bad thing. The class itself is solid, with a good variety of abilities. I love Reinvent the wheel. Made of win.

Looking forward to the rest of the circles.

Welknair
2012-03-27, 09:39 PM
Nice. Very clean and well thought out like most of your work. I had a WTF moment before I realized you had a Thinker Level (imagining +50 to attack with War concepts even at level 20 was a bit much). As it is I like it, I think that its going to be tough to divy up all your focus because of so many options, but thats not a bad thing. The class itself is solid, with a good variety of abilities. I love Reinvent the wheel. Made of win.

Looking forward to the rest of the circles.

Glad you like it! In the game I'm going to be playing this in, I foresee Focus allocation is going to be a serious point of deliberation for me. So many options to choose from, so few points! And yeah, the Thinker Level bit is pretty important to stop people form dumping everything into a single Concept and going nuts.

I like how this is shaping up. It is versatile, but not overpowered. I was aiming for a high tier-3 and I think that's what I've achieved here. You can adapt to situations to a degree and are widely useful, but you cannot entirely rechoose your capabilities.

Oh, and the Self circle is up. Form is the one I'd like specific feedback on. Making balanced shapeshifting is always tricky, but I think I did decently.

Edit: And what do you think of the DCs for Control and Memory? Intended to make them unreliable at best until higher levels when you have a higher DC. And even then, you can only consistently use it against characters with particularly low saves.

Kellus
2012-03-27, 09:53 PM
I need to read it through more fully before review, but one thing I noticed right away is that your volumes are ridiculously off for the deconceptualize class feature. If you're talking volume, 100 cubic feet isn't even enough to fill a 5ft. square (125 ft^3), which doesn't track with being able to target Colossal sized creatures. I mean, even disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm) gets 1,000 cubic ft.

Othesemo
2012-03-27, 09:55 PM
Holy crap, I love this class! I don't really have enough time for a full PEACH right now, but I'll try to write something up tomorrow. In the mean time, this is awesome.

Welknair
2012-03-27, 09:59 PM
I need to read it through more fully before review, but one thing I noticed right away is that your volumes are ridiculously off for the deconceptualize class feature. If you're talking volume, 100 cubic feet isn't even enough to fill a 5ft. square (125 ft^3), which doesn't track with being able to target Colossal sized creatures. I mean, even disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm) gets 1,000 cubic ft.

Been thinking of that myself, I plan to change the formula or how it works in general. Suggestions?


Holy crap, I love this class! I don't really have enough time for a full PEACH right now, but I'll try to write something up tomorrow. In the mean time, this is awesome.

:smallbiggrin:

Milo v3
2012-03-27, 10:00 PM
It says Defeat is the opposite of defeat. :smallconfused:

Sneak attack seems amazingly powerful if you put a good amount of focus into it.

Welknair
2012-03-27, 10:04 PM
It says Defeat is the opposite of defeat. :smallconfused:

Sneak attack seems amazingly powerful if you put a good amount of focus into it.

That was a... test to see if people were paying attention! Yeah, that's it! And you passed! Enjoy your cake! Now where did I leave it...

And yeah, SA is powerful, though still maxing it will just put you at the SA values of the Rogue at that level. Probably going to drop it to 1d6 per 3 instead of per 2.

Kellus
2012-03-27, 10:12 PM
Been thinking of that myself, I plan to change the formula or how it works in general. Suggestions?

No reason to break it up between creatures and monsters. Cubic volumes don't work very well in D&D anyway, since 5ft. squares have no specified height (and in fact are not explicitly 5ft. tall, since humans are usually taller than that), which makes it very difficult to integrate with the rules. I'd suggest using straight up size categories, since objects have them too. When you can deconceptualize a Colossal monster, there shoule be no reason you can't deconceptualize a boat of the same size.

A couple other weird things I noticed (although I love the feel of the class!):

• In the same vein as that first issue, mental construct is kind of weird in that it's measured in square feet (area) but explicitly creates 3D structures. As a DM or as a player, I would have no idea how to resolve that without computing surfaces of revolution and three-dimensional faces. I mean, how do you decide how many square feet are in, say, a giant paper maché elephant without bogging down the game? Also seems kind of weird in that you can make ludicrously large structures out of incredibly thin rods, especially since it has arbitrary hardness and hp no matter how thin rods and pins are. Not necessarily gamebreaking, but might have some really unanticipated uses in play because it's measured in surface area and there's no size category limit. Also doesn't mention if the structure can be moved afterwards (only specifies 'stationary' in the first sentence, implying you can't build something that already has kinetic energy). If so, there's no weight to it. If not, does that mean that it works like a shapeable immovable rod?

• Reinvent the wheel is super cool, but one of the examples you give (a fish turned into an arrow) is explicitly not allowed, since fish aren't inanimate.

EDIT: Upon further consideration, the structures from mental construct are in fact explicitly immovable. This opens up an enormous number of uses, since there's no clause there like on an immovable rod for how much weight it can support before giving out. It can in fact support an arbitrarily large amount of weight. For example, a 5 sqft. midair platform that could support the Tarrasque on top of it?

Welknair
2012-03-27, 10:17 PM
No reason to break it up between creatures and monsters. Cubic volumes don't work very well in D&D anyway, since 5ft. squares have no specified height (and in fact are not explicitly 5ft. tall, since humans are usually taller than that), which makes it very difficult to integrate with the rules. I'd suggest using straight up size categories, since objects have them too. When you can deconceptualize a Colossal monster, there shoule be no reason you can't deconceptualize a boat of the same size.

A couple other weird things I noticed (although I love the feel of the class!):

• In the same vein as that first issue, mental construct is kind of weird in that it's measured in square feet (area) but explicitly creates 3D structures. As a DM or as a player, I would have no idea how to resolve that without computing surfaces of revolution and three-dimensional faces. I mean, how do you decide how many square feet are in, say, a giant paper maché elephant without bogging down the game? Also seems kind of weird in that you can make ludicrously large structures out of incredibly thin rods, especially since it has arbitrary hardness and hp no matter how thin rods and pins are. Not necessarily gamebreaking, but might have some really unanticipated uses in play because it's measured in surface area and there's no size category limit. Also doesn't mention if the structure can be moved afterwards (only specifies 'stationary' in the first sentence, implying you can't build something that already has kinetic energy). If so, there's no weight to it. If not, does that mean that it works like a shapeable immovable rod?

• Reinvent the wheel is super cool, but one of the examples you give (a fish turned into an arrow) is explicitly not allowed, since fish aren't inanimate.

Alright, I think I'll take your advice and switch to straight up size categories. What do you think about the current costs associated with sizes?

Mental Construct was originally intended to make planes, then I had the idea to make them appear in a certain form. A cube would use the sum of the six sides' surface areas. This is, admittedly, needlessly complicated. I'll probably switch to something akin to size categories for this as well.

Well if you whacked the fish against a rock first, to stun it... Or a dead fish. Nothing like a dead fish through your gut.

Kellus
2012-03-27, 10:30 PM
Alright, I think I'll take your advice and switch to straight up size categories. What do you think about the current costs associated with sizes?

Mental Construct was originally intended to make planes, then I had the idea to make them appear in a certain form. A cube would use the sum of the six sides' surface areas. This is, admittedly, needlessly complicated. I'll probably switch to something akin to size categories for this as well.

Well if you whacked the fish against a rock first, to stun it... Or a dead fish. Nothing like a dead fish through your gut.

I would be very wary of categorizing a stunned creature as an 'inanimate item', because items are very specific things. If dead creatures qualify I'd call it out since it's an edge case, but I feel like there are a lot of abuses with allowing stunned creatures to be subject to it. (Stunning Fist the halfling warlord [no more than 5ft. in any direction] and then turn him into a stool?)

As for the costs associated with the sizes of deconceptualization, I literally have no idea. The only reference I can think of for that is disintegrate, which is usable at most maybe 30-35 times a day for a sorcerer of 20th level. That works out to, say, 40,000 ft^3 assuming some clever metamagics for the higher level spell slots.

As for the conceptualist: assuming that you can use it on, say, two Colossal objects or creatures each day (18 PI each) at 20th level (+8 Int is manageable, I should think), which are each at least 30x30x64ft. in size (57,600 ft^3 with each use). So a conceptualist is not only better at destroying matter than a spellcaster that has devoted all of his most powerful resources to the task, but he's a lot better. Whether that's good or not I can't really say, it depends how much you're comfortable with him destroying each day and whether this is a part of the character you really want to emphasize as being much better than existing options.

Welknair
2012-03-27, 10:35 PM
I would be very wary of categorizing a stunned creature as an 'inanimate item', because items are very specific things. If dead creatures qualify I'd call it out since it's an edge case, but I feel like there area lot of abuses with allowing stunned creatures to be subject to it. (Stunning Fist the halfling warlord [no more than 5ft. in any direction] and then turn him into a stool?)

As for the costs associated with the sizes of deconceptualization, I literally have no idea. The only reference I can think of for that is disintegrate, which is usable at most maybe 20-25 times a day for a sorcerer of 20th level. That works out to, say, 30,000 ft^3 assuming some clever metamagics for the higher level spell slots.

As for the conceptualist: assuming that you can use it on, say, two Colossal objects or creatures each day (18 PI each) at 20th level (+9 Int is manageable, I should think), which are each at least 30x30x64ft. in size (57,600 ft^3). So a conceptualist is not only better at destroying matter than a spellcaster that has devoted all of his most powerful resources to the task, but he's a lot better. Whether that's good or not I can't really say, it depends how much you're comfortable with him destroying each day and whether this is a part of the character you really want to emphasize as being much better than existing options.

I'll clarify Reinvent the wheel - I see that that could be quite a problem.

As for Deconceptualize, I don't want disintivaporating things to be a major focus here. Boosting the costs a notch or two ought to do the trick.

SamBurke
2012-03-27, 10:42 PM
WAIT.

STOP THE PRESSES.

SHUT. DOWN.

EVERYTHING.

There's a play test of this? How many cookies, internet points, brownies, or adorable pictures of Fluttershy do you require to allow me to partake in that madness?

Instant Sub.

As a note, however, the class seems to have a huge variety of abilities, though I suppose that is counter balanced by the fact that most of them are extremely situational...

Welknair
2012-03-27, 10:54 PM
WAIT.

STOP THE PRESSES.

SHUT. DOWN.

EVERYTHING.

There's a play test of this? How many cookies, internet points, brownies, or adorable pictures of Fluttershy do you require to allow me to partake in that madness?

Instant Sub.

As a note, however, the class seems to have a huge variety of abilities, though I suppose that is counter balanced by the fact that most of them are extremely situational...

Linky (http://www.giantitp.com/forums/showthread.php?t=237205). I'm playing this thing, probably starting at level 6.

And yeah, these guys are very versatile, even just looking at PI abilities. But as you pointed out, they are quite situational - Most have little combat application. Thanks to Circles, they can be about any role, but once selected they're pretty set in stone.

SamBurke
2012-03-27, 11:11 PM
I see you've already taken the Conceptualist... Hm.

BRIBES.

Welknair
2012-03-27, 11:13 PM
I see you've already taken the Conceptualist... Hm.

BRIBES.

I think we're also on the upper bound of players currently, though it wouldn't hurt to apply :smallsmile:


Edit: Potential order of creation/posting:

1. Rest of these circles
2. A couple feats relating to this system
3. A conceptualist-centered race
4. Another base class using Circles and Concepts, the Animistic Champion, keyed off of Wis.

???. PrC for multiclass Blood King/Conceptualist
????. PrC for multiclass Conceptualist/Bloodking/Factotum/Bard (ALL the things!)

Profit?


???'s indicate something that I may or may not make, or is an outright joke. I did make the Omni-Caster (http://www.giantitp.com/forums/showthread.php?t=200866), though...

Welknair
2012-03-29, 02:08 PM
I've now posted all but the Magic, Create, Morality and Light. I also have three feats finished, to be posted sometime later. PEACHing welcome.

Roc Ness
2012-03-30, 03:29 AM
I wish I could be of more help, but my focus isn't good enough to spot the little mistakes, and as far as I can tell everything is reasonable.

Although I will question if the Unnaturally Brutal Hail Storm is left completely up to DM fiat, or if you had anything in mind that you wished it to be compared to. Likewise, can the Conceptualist build on his own weather effects? Make it rain, and then turn that into a storm, and then turn his own storm into a thunderstorm? :smallconfused:

... Can there be a feat to create whirlwinds? :smallbiggrin:

Tavar
2012-04-02, 11:27 AM
Only one thing struck me:
Shield Focus gives a bog-standard Armor bonus to AC: this wouldn't stack with the Armor one might wear. Is this intentional?

Welknair
2012-04-02, 08:07 PM
Yay, temporary Wi-Fi access, plus ipad!


I wish I could be of more help, but my focus isn't good enough to spot the little mistakes, and as far as I can tell everything is reasonable.

Although I will question if the Unnaturally Brutal Hail Storm is left completely up to DM fiat, or if you had anything in mind that you wished it to be compared to. Likewise, can the Conceptualist build on his own weather effects? Make it rain, and then turn that into a storm, and then turn his own storm into a thunderstorm? :smallconfused:

... Can there be a feat to create whirlwinds? :smallbiggrin:

I was intending to leave it primarily up to DM fiat, though I may add damage values for the falling hail, later.

Conceptualists were intended to build upon their own weather effects, I suppose I didn't make that clear enough. You cannot make a Storm before first making it rain, and so on, as you said. They are prerequisites. That was the "Note" below the table.

And yes, I'm planning on adding a number of feats to emphasize various Circles :smallsmile:


Only one thing struck me:
Shield Focus gives a bog-standard Armor bonus to AC: this wouldn't stack with the Armor one might wear. Is this intentional?

Uhhhh... Gosh darnit. No, it wasn't. It would be fine, if the same Concept didn't also grant Armor Proficiencies, which would fill the same spot. Hmmm... Natural Armor Bonus? I think that'd work a bit better.

Welknair
2012-09-16, 10:06 PM
I fond thank you to EdroGrimshell, who has encouraged me to finish this project. I have found the rest of the Circles and will be posting them within the next couple of days. As a side-effect of me digging back up those old Circles, I passed through a large amount of brew I did that never saw the light of the boards - namely Bloodlines and half-finished prestigeclasses. I may be finishing and posting these in the near future as well.

As always, thoughts appreciated.

SamBurke
2012-09-17, 01:42 AM
OOOOH. Glad to see this finished!

PEACH:

General:
It seems like there's a lot of "for ever 4 in this Focus" with these Circles. This necessarily inhibits those at lower levels from using these parts. Is this an intentional design element?

War
Endurance: Hm... it's not too overpowered, but I"m not sure what "max HP" would do if I'm under that. Is that +2 HP non Temp, or what?

Aid
Heal: How does this work? is it an automatic class feature for those with the Aid circle taken? Also, when you say "almost" identical, what are the differences?

Minds
Lead: I presume this adds a Telepathic Bond-like effect...?

Amnesia: No problem with this. Just noting that players are going to use this for the funzies, and totally mess with a WHOLE LOT OF STUFF.

Sight
Vision: Seems... underwhelming. You have to invest FIFTEEN focus before you get anything that isn't a racial bonus strength benefit. Racial Bonuses are kinda weak.

Piercing Gaze: While this is nice, it's a lot of investment for something that won't come up terribly often. If I understand it, you'd have to invest at least 4 a day, just to get a +1 against something that'd come up once in ten sessions. Not a great choice.

Destroy
YES. I *LOVE* this Circle. Fantastic, fantastic, thing... it's all perfect. Nice blastiness here.

Travel
Flight: Seems a bit easy... this means that you can have a decent amount of flight long before level 5. Still, it's not terribly game-breaking, but something to e wary of.

Self
Will: This has the same problem as Piercing Gaze. Decent, I suppose, and better than Piercing Gaze, but lacking the punch.

Form: Sarukkh. You're familiar with Pun-Pun and similar issues. As I remember, Sarukkh would be roughly 8 points here. Still seems balanced by the time limit and other such things.


Overall Thoughts:

I am very much liking the class, and how far it's come. Can't wait to see those last three Circles done, but this is a great system.

Welknair
2012-09-17, 08:25 AM
May it be known that I've hardly looked at this class since making it. After I post the remaining Circles, I start going back through it to see if there's any obvious improvements I can make based upon your comments.

kanachi
2012-09-17, 10:05 AM
It’s a shame you didn’t get this finished in time for the base class challenge as I think it would fit in really nicely. The flavour is fantastic. I especially like the image of focusing upon the world rather than one’s self.

If your looking for a real world equivalent (in a distant, non fantasy sense) take a moment to study the shamanistic rituals centered around the taking of Iboga and Ayahuasca to conceptualise the world or oneself. The Bwiti shamans use it to explore the deeper self and there is another tribe (who I can’t remember the name of) whom use it to explore the realm beyond. I’m not advocating the taking of such drugs, but if you want a greater insight from a receiver’s perspective check out this:

http://www.youtube.com/watch?v=RR9P7ksKktM

Anyway, sorry if you view that as way off track, it’s just something your class reminded me of.

Anyway I love the flavour of this and the idea behind it. Excellent work!

SamBurke
2012-09-17, 11:07 AM
One other note, and this is minor and down-the-road: could you make a sample character or three? One of the things I love about flipping through the official books and their classes is that it tells me what it looks like, so if I want to drag-n-drop a character into a game, I can do that.

Minor, minor, point, but something I'd like to see: how it works in real life, and how you'd see a build going down.

Welknair
2012-09-17, 12:44 PM
It’s a shame you didn’t get this finished in time for the base class challenge as I think it would fit in really nicely. The flavour is fantastic. I especially like the image of focusing upon the world rather than one’s self.

If your looking for a real world equivalent (in a distant, non fantasy sense) take a moment to study the shamanistic rituals centered around the taking of Iboga and Ayahuasca to conceptualise the world or oneself. The Bwiti shamans use it to explore the deeper self and there is another tribe (who I can’t remember the name of) whom use it to explore the realm beyond. I’m not advocating the taking of such drugs, but if you want a greater insight from a receiver’s perspective check out this:

http://www.youtube.com/watch?v=RR9P7ksKktM

Anyway, sorry if you view that as way off track, it’s just something your class reminded me of.

Anyway I love the flavour of this and the idea behind it. Excellent work!
Very interesting! I always like to hear connections people make between my work and other things, as they often serve as great sources of later inspiration. I remember being told that my Blood King was reminiscent of some of the stuff from the Blood Plus manga. I can certainly see the parallels here... Spirit Shaman/Conceptualist PrC would be most interesting.. Glad to hear you like it!


One other note, and this is minor and down-the-road: could you make a sample character or three? One of the things I love about flipping through the official books and their classes is that it tells me what it looks like, so if I want to drag-n-drop a character into a game, I can do that.

Minor, minor, point, but something I'd like to see: how it works in real life, and how you'd see a build going down.

Good point, I ought to add that/those.. There's a fair deal of room for customization here, so I ought to be able to come up with some decently interesting characters. I'll give those some thought. I need to come up with/post the feats before I make characters, though.

sirpercival
2012-09-22, 07:40 AM
Focus progression is off by 1 point starting at level 2... ;)