1. Top - End - #1
    Ogre in the Playground
    Welknair's Avatar

    Join Date
    Dec 2009
    Surrounded by Books

    Default [3.5e Base Class] The Conceptualist (PEACH)

    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.


    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.

    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

    {table=head] Level | BAB | Fort | Ref | Will | Special | Focus
    1st | +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 | 2
    3rd | +1 | +1 | +1 | +3 | Well of Knowledge | 5
    4th | +2 | +1 | +1 | +4 | Over Conceptualize (1), Message | 9
    5th | +2 | +1 | +1 | +4 | Second Circle (-2) | 14
    6th | +3 | +2 | +2 | +5 | Paragon of Thought 1/day | 20
    7th | +3 | +2 | +2 | +5 | Will of Logic | 27
    8th | +4 | +2 | +2 | +6 | Over Conceptualize (2), Applied Intellect | 35
    9th | +4 | +3 | +3 | +6 | Mental Construct | 44
    10th | +5 | +3 | +3 | +7 | Third Circle (-4) | 54
    11th | +5 | +3 | +3 | +7 | Trapped in Your Head | 65
    12th | +6/+1 | +4 | +4 | +8 | Over Conceptualize (3), Paragon of Thought 2/day | 77
    13th | +6/+1 | +4 | +4 | +8 | Quick Construct | 90
    14th | +7/+2 | +4 | +4 | +9 | Grant Comprehension | 104
    15th | +7/+2 | +5 | +5 | +9 | Fourth Circle (-6) | 119
    16th | +8/+3 | +5 | +5 | +10 | Over Conceptualize (4), Reinvent the Wheel | 135
    17th | +8/+3 | +5 | +5 | +10 | Instant Construct | 152
    18th | +9/+4 | +6 | +6 | +11 | Paragon of Thought 3/day | 170
    19th | +9/+4 | +6 | +6 | +11 | Deconceptualize | 189
    20th | +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.

    {table=head] PI Spent | Size Category
    1 | Fine
    2 | Diminutive
    4 | Small
    8 | Medium
    12 | Large
    16 | Huge
    20 | Gargantuan
    26 | 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.

    {table=head] PI Spent | Size Category
    2 | Fine
    4 | Diminutive
    8 | Small
    12 | Medium
    16 | Large
    20 | Huge
    24 | Gargantuan
    30 | 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.

    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.


    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.


    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.


    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.


    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.


    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


    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.


    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.



    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.


    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.


    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 ----










    Last edited by Welknair; 2012-09-21 at 02:19 PM.
    Avatar by Araveugnitsuga

    Fourthland: A Game of Abstraction

    Quote Originally Posted by Daverin View Post
    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
    Quote Originally Posted by Virdish
    Welknair you are a god among men. Thank you for creating a playground for the completely insane.
    Quote Originally Posted by Morph Bark
    There have also been times where I was jealous of your ingenuity and skills.

    Extended Homebrewer's Signature