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Quellian-dyrae
2014-12-01, 12:54 AM
Empath

"Would you like me to talk about your feelings?"

Adventures: Empaths tend to have strong feelings by nature, so they are often driven to adventure for a cause they deeply believe in. Some empaths take up the dangerous life to protect and support those they love, or because they enjoy the freedom and danger, or out of pride in their psychic abilities. Others may be out to take vengeance upon a hated foe, in rage against some injustice, or simply out of scorn for their previous mundane lifestyle.

Characteristics: Empaths are powerful support characters both in and out of combat. While they don't deal massive amounts of raw damage, they are able to augment their allies and hinder their foes in a wide variety of ways, both in and out of combat. They are also master manipulators with several advantages in a social scenario, given their power to detect and influence the emotions of others.

Alignments: Empaths can be any alignment. They tend towards chaotic, simply because many are guided by their own feelings and passions more than any external code, but it is perfectly possible for an empath to be a disciplined student of emotions or determined to live by a code despite its personal urges. Being sensitive to the feelings of others, there is also a tendency towards Good, but there are plenty of empaths who simply use their powers to manipulate those around them without any sympathy at all, and plenty of empaths whose powers lead them easily to sociopathy.

Religion: Empaths as a group don't really have a preference regarding deities; it's really all about a given empath's own personality and perhaps their powers. An empath who focuses on emotions like Rage and Pride might venerate a powerful warrior deity, while one who emphasizes Love and Lust would naturally be drawn to deities of love or beauty.

Background: Empathy is one of the most primal psychic powers, often coming about naturally to people with psychic potential after they have gone through an extreme emotional experience. The emotions that a given empath is most capable of wielding are usually strongly connected to the empath's personality and experiences. Some empaths are more like psionic therapists, actively studying the power to manipulate emotions as a trained skill, but they are much rarer.

Races: Empathy can spring up in pretty much any race, but the different races do often tend towards different emotions. Naturally, races with an affinity for psionic powers are going to give rise to a proportionately greater number of empaths.

Other Classes: Empaths and bards can get along famously, and while there is some overlap in their abilities, they each have their niches and working together can provide incredible support to a party. In general, empaths are better respected by warriors, rogues, and other characters who benefit heavily from direct statistical enhancement. More casting-oriented characters, while they would certainly see empaths as useful, are less likely to require their skills.

Role: The empath's role in the party is as a support caster and face. They can augment their allies, hamper their foes, and bring several advantages to a social situation. They can also provide reliable, though not particularly impressive, direct damage and healing.

Adaptation: In a D&D 3.5 game, make the following changes:

Hit Die: Reduce to a d6.

Skills: Increase to 6/level. Anywhere Acrobatics is used, substitute Balance, Jump, and Tumble. Anywhere Perception is used, substitute Spot, and Listen. Anywhere Stealth is used, substitute Hide and Move Silently. Replace Linguistics with Speak Language. Add Gather Information to the class skill list, the list of skills that Empathy adds Wisdom to, and the second list of skill options for Intuitive Aptitude. The bonus skill points for Intuitive Aptitude should be multiplied by 4 at first level.

CMB/CMD: Effects that modify these stats modify all Grapple, Bull Rush, Trip, Overrun, and Sunder checks; apply CMB bonuses when making the checks and CMD bonuses when resisting them.

Archetypes: Archetypes can still be available as alternate class features, although a character has to take all of the alternate class features of a given archetype.

GAME RULE INFORMATION
Empaths have the following game statistics.
Abilities: Charisma is the most important ability for empaths, as it governs their ability to project their emotions outward to influence others. Wisdom is also valuable, as it determines the empath's sensitivity to the emotions of others and their willpower.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The empath's class skills (and the key ability for each skill) are...
Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Local, Nobility, Psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Stealth (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

EMPATH
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2Empathy, Extroversion 1, Mood

2nd
+1
+0
+0
+3Intuitive Aptitude

3rd
+2
+1
+1
+3Empathic Transfer

4th
+3
+1
+1
+4Empathic Analysis

5th
+3
+1
+1
+4Extroversion 2

6th
+4
+2
+2
+5Mass Empathy

7th
+5
+2
+2
+5Empathic Perceptions

8th
+6
+2
+2
+6Emotion Surge

9th
+6
+3
+3
+6Emotion Bolt

10th
+7
+3
+3
+7Extroversion 3

11th
+8
+3
+3
+7Empathic Seeking

12th
+9
+4
+4
+8Complex Mood (Double)

13th
+9
+4
+4
+8Emotional Rush

14th
+10
+4
+4
+9Emotion Blast

15th
+11
+5
+5
+9Extroversion 4

16th
+12
+5
+5
+10Empathic Projection

17th
+12
+5
+5
+10Outpouring

18th
+13
+6
+6
+11Complex Mood (Triple)

19th
+14
+6
+6
+11Make Them Feel

20th
+15
+6
+6
+12Extroversion 5, Unrestrained Passions

Class Features
All of the following are class features of the empath.

Weapon and Armor Proficiencies: Empaths are proficient with simple weapons and light armor, but not with shields.

Emotions: Many of an empath's abilities refer to emotions. While the range of human (and non-human) emotion is quite broad and nuanced, for game purposes they are consolidated into twelve main emotions. The emotions form a sort of circle, with each emotion opposed to another, connected to two others, and disconnected from two others. An empath's powers are often dependent on its own emotions; when it uses powers of the emotion it is currently feeling, or the connected emotions, they are stronger than normal, and when it uses powers of the disconnected or opposed emotions to what it is currently feeling, they are weaker than normal.



Love
Lust
Rage
Fear

Joy


Shame

Pride


Pain

Hope
Calm
Scorn
Hate

Calm: Distinct from a complete lack of emotion, calm includes contentedness, complacency, relaxation, and other forms of emotional peace. Calm can provide focus and mental strength, or induce passivity. Calm is connected to Hope and Scorn, opposed to Rage, and disconnected from Fear and Lust.

Hope: Confidence, bravery, optimism, trust, faith - any emotion that involves embracing the belief that things will go well falls under Hope. Hope is an inspiring emotion, driving others to action, but can also prompt recklessness. Hope is connected to Calm and Pride, opposed to Fear, and disconnected from Rage and Guilt.

Pride: Self-worth, victory, superiority, arrogance, even hubris; Pride covers feelings of satisfaction and belief in oneself. Pride offers strength to the self-reliant, but can also make one dismissive of those around them. Pride is connected to Hope and Joy, opposed to Shame, and disconnected from Fear and Pain.

Joy: Happiness, excitement, bliss, pleasure, amusement, and other straight-up feel-good emotions are classified as Joy. Joy is energizing and invigorating, but can also be distracting. Joy is connected to Pride and Love, opposed to Pain, and disconnected from Fear and Hate.

Love: Affection, compassion, romance, devotion, loyalty, and similar feelings of personal caring for another fall under the heading of Love. Love is generally a protective and healing emotion, although it can also cripple one's ability to oppose others. Love is connected to Joy and Lust, opposed to Hate, and disconnected from Pain and Scorn.

Lust: Passion, desire, envy, hunger, need - Lust is a primal emotion that covers all manner of wanting something. Lust can be a powerful, driving emotion, but it can also leave a person unable to focus on anything but the object of its desires. Lust is connected to Love and Rage, opposed to Scorn, and disconnected from Hate and Calm.

Rage: Anger. Fury. Hostility. It's really more a matter of degree than nuance; Rage is as simple and as primal as you get. It fills you with strength and power, but often at the cost of wisdom and caution. Rage is connected to Lust and Fear, opposed to Calm, and disconnected from Scorn and Hope.

Fear: From healthy nervousness and caution to consuming paranoia to stark outright terror, Fear is the flip side of the coin to Rage, the flight to its fight. Fear drives you to make a quick escape and avoid harm, but can weaken your resolve to fight. Fear is connected to Rage and Shame, opposed to Hope, and disconnected from Pride and Calm.

Shame: Guilt, self-doubt, modesty, humility, and other emotions that involve criticizing your own efforts are considered Shame. Shame pushes you to do better in the future and strive to reach your ideals, but can also discourage you and lead to self-loathing. Shame is connected to Fear and Pain, opposed to Pride, and disconnected from Joy and Hope.

Pain: From mere sadness to pervasive melancholy to crippling grief and overwhelming anguish, Pain is the emotion that hits where it hurts. Pain isn't pleasant to feel, but its passing makes you stronger, as long as you can avoid the trap of falling into despair. Pain is connected to Shame and Hate, opposed to Joy, and disconnected from Love and Pride.

Hate: Be it as trivial as mere dislike or annoyance or outright loathing or vicious enmity, Hate means you actively want the subject gone. Hate can focus your hostility to a razor edge, but it can also leave you so focused on the object of your hatred that you ignore other dangers. Hate is connected to Pain and Scorn, opposed to Love, and disconnected from Lust and Joy.

Scorn: Apathy, dismissal, contempt, impatience; Scorn takes the dislike of Hate and removes the passion for it; it is a simple lack of caring about the subject at all. The power of Scorn lies in allowing you to dismiss things that you don't want to deal with, but that also means you aren't going to deal with them. Scorn is connected to Hate and Calm, opposed to Lust, and disconnected from Rage and Love.

Quellian-dyrae
2014-12-01, 12:55 AM
Empathy (Su): You are able to sense the emotions of others. Your empathy is effective out to a range of 5' per point of your Wisdom modifier plus 5' per two class levels. You have a constant sense of the overall emotional composition of the people within the area. Your sense generally reveals the collective of the emotions involved, not individual emotions. Groups of people all feeling the same emotion will stand out as such. Likewise, particularly strong individual emotions, or individual emotions that are different from their surroundings, will stand out, and you can discern who they are coming from if you can pinpoint the source with other senses. You may toggle your Empathy on and off as a free action.

An individual intentionally trying to hide its emotions may conceal them from your senses with a Bluff check. The DC is 10 + your Sense Motive modifier. Such people don't need to be trying to hide their emotions from empathy or psychic senses in particular; just schooling themselves not to show the emotion allows the Bluff check.

As a swift action, you can study a single individual you can see and discern its current emotions. If the target is successfully hiding its emotions, you don't get a read at all unless its Bluff check beats the DC by at least 10, in which case you pick up whatever emotion it is acting like it is feeling.

This supernatural sense of people gives you an edge in most social interactions. You add half your Charisma modifier to Sense Motive checks and half your Wisdom modifier to Bluff, Diplomacy, Intimidate, and Perform checks. You can also use social skills to influence any non-mindless creature simply by reading and projecting emotions, although you take a -2 penalty on the check if you can't speak that creature's language and a -5 penalty if it does not possess a language or is of animal intelligence.

Empathy is considered mind-affecting and a divination ability; you cannot read the emotions of creatures immune to such and do not gain your usual bonuses against them. A creature under the effects of a spell that protects it from attempts to discern its alignment gets a +10 bonus on its Bluff check to conceal its emotions. A Glibness spell's normal Bluff bonus does not apply to such checks (since the character isn't actively lying), but its protection against magical lie discernment also translates to a +10 bonus on the Bluff check to hide its emotions (these two bonuses don't stack).

Extroversion (Su): You can project emotions onto others. As a standard action, choose a target who you can see. You fill the target with a chosen emotion. Emotions are not, inherently, good or bad; any emotion can be used to either help or hinder. An unwilling target may make a Will save, DC 10 + 1/2 your class level + your Charisma modifier, to resist the effect. Extroversion is a mind-affecting compulsion, and is an emotion effect of the relevant emotion. You may dismiss the effects of an Extroversion you have placed as a free action.

You may use Extroversion at will, but a given target can only be subject to one Extroversion at a time. Additionally, you can't generally maintain this sort of heightened emotion for a prolonged period. While it is certainly possible to use Extroversion to augment yourself and your allies shortly before an encounter you expect to occur, you can't continuously refresh Extroversions every few rounds during periods of rest, exploration, and so on.

An Extroversion can provide one of three effects: a Stat Bonus, a Stat Penalty, or a Skill Bonus. Anyone under the influence of an Extroversion, positive or negative, is also subject to the Extroversion's Urge. Finally, if the target is currently under another Extroversion of any sort, or another emotion-based effect using the opposed emotion (such as a barbarian's Rage against a Calm Extroversion, a bard's Inspire Courage against a Fear Extroversion, a Fear spell against a Hope Extroversion, etc), roll a class level check against a DC of 11 + the class level of the source of the emotional effect. If you succeed, your Extroversion also removes the other emotional effect. If you fail, your Extroversion fails. Likewise, other emotional effects from opposed emotions require a level check against DC 11 + your class level, with success removing your Extroversion and failure resulting in the failure of the emotional effect.

Extroversions grow stronger as you advance. Your Extroversion Strength begins at 1, and increases by 1 for each five class levels.

Stat Bonus: The target receives a morale bonus to a certain stat. This bonus is multiplied by your Extroversion Strength. The bonus lasts for a number of rounds equal to your Charisma modifier (minimum 1).

Stat Penalty: The target receives a morale penalty to a certain stat. This penalty is multiplied by your Extroversion Strength. The penalty lasts for a number of rounds equal to your Charisma modifier (minimum 1).

Skill Bonus: The target receives a morale bonus to a certain skill equal to half your Charisma modifier. This bonus is increased by your Extroversion Strength. The bonus lasts for a number of minutes equal to your Charisma modifier (minimum 1).

Urge: Anyone under the effects of an Extroversion also receives the Extroversion's Urge; they are strongly influenced to act in a way appropriate to the emotion. A character who does not act in accordance with the Urge halves any bonuses from the Extroversion (round up), and doubles any penalties. It also takes a penalty equal to half your Charisma modifier, plus your Extroversion Strength, on any skill or ability checks it makes during rounds where it does not fulfill the Urge or as part of actions directly at odds with the Urge.

You cannot simply use any form of any emotion with your Extroversions. You know a number of Extroversions equal to your Charisma modifier plus your class level. Each time you gain a class level, you can also change one of your existing Extroversions. Additionally, if you undergo some life-altering emotional event, you may immediately exchange any number of your existing Extroversions for others of the appropriate emotion(s). For example, if you were married, you might change your existing Extroversions for Love and Joy Extroversions. Likewise, if someone you care for is murdered, you might change existing Extroversions for Pain, Rage, or Hate Extroversions. Known Extroversions are for both the emotion and the effect, so there are three learnable Extroversions for each emotion; the Stat Bonus, the Stat Penalty, and the Skill Bonus.

The table below summarizes the effects of each emotion. The full rules and details for the emotions follow.

EmotionStat BonusStat PenaltySkill BonusUrge
Calm +1 Will -2 Damage Knowledge Remain still
Hope +1 Temp HP/HD -1 Reflex Diplomacy Take risks
Pride +2 CMD -1 AC Talent Show off
Joy +5' Speed -2 Concentration Acrobatics Play around
Love +2 Healing -1 Save DCs Heal Help others
Lust +2 CMB -1 Will Sleight of HandIndulge yourself
Rage +2 Damage -2 DR Intimidate Lash out
Fear +1 AC -1 Attack Bonus Perception Avoid danger
Shame +1 Fortitude -1 Fortitude Disguise Make amends
Pain +2 DR -5' Speed Stealth Avoid conflict
Hate +1 Attack Bonus-2 CMD Bluff Undermine others
Scorn +1 Reflex -2 CMB Sense Motive Don't react

Calm: At its best, Calm provides clarity and focus, providing a +1 bonus to Will saves or granting a skill bonus on all Knowledge checks. At worst, it leaves the target harmlessly passive, imposing a -2 penalty on all damage rolls (weapon or otherwise). Heightened Calm tends one towards passivity, creating an Urge to Remain Still; the target fulfills the Urge in any round that it does not move from its current position.

Hope: At its best, Hope fills you with the courage to withstand aversity and a confidence that fills your every word, providing one temporary hit points per HD or granting a skill bonus on Diplomacy checks. At its worst, it leaves you so overconfident that you don't both defending yourself actively, imposing a -1 penalty on Reflex saves. Heightened Hope makes the target feel confident, even invincible, creating an Urge to Take Risks; the target fulfills the Urge in any round that it performs some particularly dangerous, risky, or difficult stunt (or actively seeks danger or challenge out, if none currently present themselves).

Pride: At its best, Pride drives you to perform at the top of your game and fills you with dominating superiority that dwarfs all challengers, providing a +2 bonus to CMD or a skill bonus on all Craft, Perform, and Profession checks. At its worst, it leaves so you certain of your superiority that you don't bother to take steps to protect yourself, imposing a -1 penalty to AC. Heightened Pride makes the target feel superior, creating an Urge to Show Off; the target fulfills the Urge in any round that it shows off its capabilities regardless of tactical merit (for example, using flashy or impressive abilities rather than subtler but more effective ones, spending resources showing off to others, taking penalties to perform actions in more difficult ways, etc).

Joy: At its best, Joy fills you with energy, providing a +5' bonus to speed for all movement modes or adding a skill bonus to Acrobatics checks. At its worst, it is nothing but a distraction, imposing a -2 penalty on Concentration checks. Heightened Joy fills the target with whimsy, creating an Urge to Play Around; the target fulfills the Urge in any round that it does something fun, amusing, humorous, or otherwise entertaining regardless of tactical merit (for example, afflicting foes with amusing hindrances rather than causing actual harm or serious conditions, spending resources to amuse others, acting whimsically despite a serious situation, etc).

Love: At its best, Love brings out your compassion. Any hit point healing the target provides or receives (even from things like fast healing) increases by +2 hit points, or the target gets a skill bonus on Heal checks. At it worst, it makes the target too compassionate to be willing to harm others, imposing a -1 penalty on the save DCs of any of the target's spells and abilities. Heightened Love brings out feelings of closeness and friendliness, creating an Urge to Help Others; the target fulfills the Urge in any round that it does something that directly heals, protects, augments, or supports another character.

Lust: At its best, Lust focuses your desires, helping you take what you want and shut down those who would keep them from you. It provides a +2 bonus to your CMB or a skill bonus on Sleight of Hand checks. At its worst, Lust overwhelms you with desire that leaves you easily manipulated, imposing a -1 penalty on Will saves. Heightened Lust intensifies desire, creating an Urge to Indulge Yourself; the target fulfills the Urge in any round that it indulges its desires, gives in to temptation, or otherwise acts in a way that it finds pleasurable.

Rage: At its best, Rage drives you to crush those who oppose you, providing a +2 bonus on damage rolls (weapon or otherwise) or a skill bonus to Intimidate checks. At its worst, Rage leaves you over-aggressive and vulnerable, increasing each instance of weapon damage you take by 2. Heightened Rage makes you want to hurt things, creating an Urge to Lash Out; the target fulfills the Urge in any round that it tries to kill, hurt, bully, intimidate, or otherwise act aggressively towards others (the form of lashing out should be appropriate to the scene however; simply screaming at people or using intimidation rather than other social skills is fine in a social setting, while in combat the target would be expected to try to cause actual damage, not just use supportive or defensive tactics while yelling at people).

Fear: At its best, Fear warns you of danger and helps you avoid it, providing a +1 bonus to AC (unlike most AC bonuses, this does not also apply to CMD) or a skill bonus to Perception checks. At its worst, Fear leaves you shaken and overly cautious, imposing a -1 penalty on attack rolls (unlike most attack penalties, this does not also apply to CMB). Heightened Fear brings a strong feeling of wariness and caution, creating an Urge to Avoid Danger; the target fulfills the Urge in any round that it is not in a dangerous situation, or is acting to escape or survive (but not, necessarily, to resolve) the situation - for example, running away, healing or defending itself, hiding, etc.

Shame: At its best, Shame tells you when you are failing to live up to your standards, driving you to overcome your weaknesses and frailties, or to conceal them from others, providing a +1 bonus to Fortitude or a skill bonus to Disguise checks. At its worst, though, Shame magnifies your weaknesses and makes them harder to overcome, imposing a -1 penalty on Fortitude. Heightened Shame drives you to make up for your failings, creating an Urge to Make Amends; the target fulfills the Urge in any round that it acts to undo some harm it has caused or contributed to, or actively seeks an opportunity to do so if none currently presents itself.

Pain: At its best, Pain both teaches you the consequences of your actions and helps you deal with those consequences, providing a +2 bonus to DR (or providing DR 2/- if you don't already have DR or are faced with an attack that overcomes your normal DR) or a skill bonus on Stealth checks. At its worst, Pain leaves you in a haze of misery, imposing a -5' penalty on all speeds. Heightened Pain leaves you upset and unwilling to deal with problems, creating an Urge to Avoid Conflict; the target fulfills the Urge in any round that it isn't doing something actively opposed, resisted, or challenged by another character.

Hate: At its best, Hate focuses your hostility towards overcoming the subject of your hatred, and drives you to bring it down by any means necessary, providing a +1 bonus on attack rolls (unlike most attack bonuses, this does not also apply to CMB) or a skill bonus on Bluff checks. At its worst, Hate leaves you so obsessed that you aren't aware of obstacles around you, imposing a -2 penalty to CMD. Heightened Hate fills you with a desire to harm or hinder those around you, creating an Urge to Undermine Others; the target fulfills the Urge in any round that it takes an action that directly harms, hinders, disrupts, bothers, or otherwise adversely impacts other characters (much as with rage, what is appropriate does vary based on the situation).

Scorn: At its best, Scorn allows you to dismiss what is unimportant and focus your attention on things that are immediate or relevant, providing a +1 bonus to Reflex saves or a skill bonus on Sense Motive checks. At its worst, Scorn leaves you apathetic and with little patience for advanced tactics, imposing a -2 penalty on CMB. Heightened Scorn leaves you dismissive of things around you, creating an Urge to Not React; the target fulfills the Urge in any round that it does not directly respond to immediate events (among other things, this means not taking any reactive actions like attacks of opportunity and immediate actions, but it also means not actively responding to things immediately, such as responding to a point in a debate or trying to heal an ally who just got injured).

Mood: Your powers are tied to your feelings, and the feelings of your target. If your current mood (your general emotional state) matches the emotion you are trying to invoke with an Extroversion, add +2 to the Extroversion Strength. If it is a connected emotion, add +1. If it is a disconnected emotion, -1. If it is the opposed emotion, -2. If the reduction would reduce the modifier to 0 or below, you cannot project that emotion.

If your target's current mood matches the emotion you are projecting, it takes a -4 penalty on its saving throw. If it is a connected emotion it takes -2. A disconnect emotion grants +2. The opposed emotion grants +4.

Intuitive Aptitude (Ex): Empaths are extremely intuitive, especially with regards to the feelings of others. Starting at second level, you gain bonus skill points for each empath level equal to your Wisdom modifier, minimum 1 per level. These bonus skill points are gained retroactively for your first empath level, and if your Wisdom permanently increases you retroactively gain more skill points (if your Wisdom is lowered, you penalize some of these skills until the penalty is removed). At least half of these skill points must be spent on Craft, Perform, and Profession skills. The rest may be spent on those skills, or on Bluff, Diplomacy, Handle Animal, Intimidate, or Sense Motive.

Empathic Transfer (Su): At third level, you can create an empathic resonance between two individuals, transferring energy from one to another. This is a standard action that you can perform at will at Close range. Choose two targets in range; the first takes damage equal to 1d4 per odd-numbered class level, plus your Wisdom modifier. The second receives an equal number of temporary hit points (up to a maximum equal to the target's current hit points). These temporary hit points last for one hour; at the end of this time, any that remain are converted to actual hit point healing. Any effects that increase healing likewise increase the temporary hit points provided. If either target is unwilling, it may roll a Will save, DC 10 + 1/2 your class level + your Charisma modifier, to negate the effect outright.

While you can perform an Empathic Transfer purely psychically, the efficiency is impoved with closer contact. If you are able to touch both targets (requiring a free hand for each target, both targets to be within your reach, and a melee touch attack roll against an unwilling target) you roll d6s instead of d4s. If you are able to embrace both targets (requiring a successful Grapple attempt performed as part of the action) you roll d8s instead. If the targets are already touching, embracing, or grappling each other, you can gain the improved efficiency simply by touching one of them.

Empathic Transfer is not a mind-affecting ability. However, the temporary hit points are considered a healing effect based on whatever type of energy would be used to heal a creature of the damaged target's type. In most cases, this doesn't matter, but it can mean that transferring energy from certain targets could be ineffective or even harmful when transferred to a different creature type (for example, transferring an undead creature's energy to a living creature would damage both, since the undead's energy is negative energy and thus harms living creatures, while transferring a construct's energy to a living or undead creature would simply have no effect).

Empathic Analysis (Su): Starting at fourth level, when you use your Empathy to get a sense of peoples' emotions, you gain a greater understanding of the emotions you perceive, a sense of the general reason for or subject of the emotions. For example, you might be able to tell that the Joy someone is experiencing is because they just heard something funny, or who the Hate someone is feeling is directed towards, or the gist of why someone is feeling Shame. In general, you only get details like this when focusing on a certain individual, unless they stand out from the emotional background noise.

There is, however, one particular emotion that you always pay close attention to - while your Empathy is active, you can no longer be Surprised by sudden attack from people in your Empathy range unless they successfully conceal their emotions, because you sense their hostility towards you.

Mass Empathy (Su): Starting at sixth level, a number of times per day equal to your Wisdom modifier, you can affect multiple targets with your empathic abilities. You may use a form of Extroversion on a number of targets equal to your Charisma modifier, or you may use Empathic Transfer on a number of pairs of targets equal to your Charisma modifier. You may only affect a given target once. When using Extroversion, all targets must receive the same effect.

Empathic Perceptions (Su): Starting at seventh level, your ability to precisely determine emotions improves greatly. As a swift action, you can get a specific sense of every emotion within your Empathy range, and pinpoint each creature whose emotions you sense, much as if you had Blindsense. This precision lasts one round. Although you do technically receive information from everyone in range, your DM may still choose to gloss over the exact feelings of irrelevant NPCs.

Emotion Surge (Su): Starting at eighth level, you gain three new options for your Extroversions. You can grant targets an Ability, impose a Condition, or create a Compulsion. You immediately learn a number of Emotion Surges equal to your Wisdom modifier, and may learn other Emotion Surges by spending known Extroversions as normal.

You may also now purchase Extroversions twice. If you do so, your Charisma modifier is increased by 2 for all purposes relating to that Extroversion, and your Extroversion Strength for it is increased by 1.

The Ability and Condition options for each emotion are described below. In the case of the Compulsion, the target is affected by the emotion's Urge if it fails to resist, but it must adhere to the Urge, it doesn't have the option to ignore it and just take reduced bonuses or increased penalties.

You may only use an Emotion Surge a number of times in a short period equal to your Wisdom modifier. Your uses reset fifteen minutes after your most recent Emotion Surge.

Emotion Surges are Extroversions and in all ways other than described here follow the rules for Extroversions. Abilities that affect Extroversions, such as Mass Empathy, can be used in conjunction with an Emotion Surge unless stated otherwise.

To learn the Ability Surge for an emotion, you must already know the Stat Bonus Extroversion for that emotion. To learn the Condition Surge, you must already know the Stat Penalty Extroversion. To learn the Compulsion Surge for an emotion, you must know at least one other Extroversion for that emotion.

EmotionAbilityCondition
Calm Mettle (Will) Can't Target Enemies
Hope Flight Defensively Helpless
Pride Size Increase Immobile
Joy Haste Restricted Action: Movement
Love Regeneration Suggestion
Lust Absorb Health Charm
Rage Full Attack as Standard; Auto ConfirmRaging
Fear Improved Uncanny Dodge + Blind FightPanicked
Shame Reroll 1/round Restricted Action: Ready
Pain Mettle (Fortitude)Nauseated
Hate Sneak Attack Compelled to Kill
Scorn Evasion Can't Target Others

Calm: Calm can fill the target with utter tranquility; the target gains Mettle, but only for Will saves. Alternately, it can leave the target utterly passive; the target can no longer target enemies or areas containing enemies with actions.

Hope: Hope is an uplifting emotion - literally, with enough supernatural power behind it; the target gains a Fly speed equal to its land speed. Hope can also leave the target so overconfident that it does not defend itself at all; the target is considered Helpless for defensive purposes.

Pride: Pride can swell the target with its own sense of superiority; the target grows one size category per odd-numbered point of the Extroversion Strength. Pride can also leave the target so self-assured that it refuses to alter its position; the target becomes unable to move from its current spot.

Joy: Joy can fill the target with boundless energy, providing the benefits of a Haste spell. Joy can also leave the target capering, dancing, laughing, or otherwise uselessly enjoying itself; the target loses the ability to spend its standard action each round on anything other than movement.

Love: Pure love is a powerful healing and protective force; the target gains Regeneration equal to the Extroversion Strength. Alternately, fill someone with enough feelings of Love and they'll do just about anything for you; you can give the target a single Suggestion.

Lust: Lust fills the target with a powerful hunger; once per round, the target gains temporary hit points equal to one-third the damage it inflicted to a chosen opponent during the round. Lust can also be used to fill the target with infatuating desire; treat the target as Charmed by you or a subject of your choice.

Rage: Rage can throw the target into a destructive frenzy; the target can full attack as a standard action, and automatically confirms critical hits. Rage can also cause the target to throw patience and caution to the wind and be overwhelmed by fury, imposing all the negative effects of a barbarian's Rage ability and forcing the target to attack the nearest character, friend or foe, in melee on its turn. It must full attack if able. If no one is within its reach, it must attempt to close (charging if possible) with the most accessible potential target (generally meaning the nearest, but if going after a certain target would be more risky or difficult than another target further away, it can go after the easier target).

Fear: Fear can leave the target alert to the slightest hint of danger; the target gains Improved Uncanny Dodge and the Blind Fight feat. Fear is also...well, fear; the target of Fear's Condition Surge becomes Panicked.

Shame: Shame reminds the target of its failures and helps it avoid them in the future; once per round, the target can reroll a d20 roll after seeing the roll but before results have been declared, taking the better of the two rolls. Shame can also fill the target with uncertainty, making it unwilling to commit to actions unless it is sure the time is right; the target loses the ability to spend its standard action to do anything other than Ready an action.

Pain: Pain isn't fun, but it lets the target ignore lesser miseries; the target gains Mettle, but only for Fortitude saves. Alternately, it can leave the target overcome by grief, barely able to act; the target becomes Nauseated.

Hate: Hate fills the target with predatory viciousness, providing +1d6 Sneak Attack per point of the Extroversion Strength. Alternately, it can cause the target to obsessively pursue the destruction of a chosen subject; the target is compelled to attempt to kill a creature or group of your choice to the best of its ability.

Scorn: With enough Scorn, you can dismiss just about anything; the target gains Evasion. Scorn can also leave the target utterly dismissive of others around it; the target loses the ability to target or affect anyone but itself with actions.

Emotion Bolt (Su): Starting at ninth level, you can focus your emotional energy into a coherent bolt of energy. Whenever you use an Extroversion on a single target, if you use a full-round action rather than a standard action, you can fire an Emotion Bolt. You must make a ranged touch attack to hit an unwilling target with the bolt. On a hit, the target receives the normal effects of the Extroversion (it may still make a saving throw, if desired), and also either takes damage or receives temporary hit points equal to 1d6 per odd-numbered class level, plus your Charisma modifier. The temporary hit points last for one round per point of your Charisma modifier and do not stack.

Further, a target damaged by an Emotion Bolt must make a saving throw even if it is normally immune to your Extroversion. If it fails the save, its immunity still protects against the Extroversion, but is also suppressed for the Extroversion's normal duration, as it is infused with the raw emotion making up the bolt, giving it the ability to feel emotions that it previously lacked. In any case, the damage of the bolt is untyped magical damage, and immunities to mind-affecting abilities don't protect from it.

Empathic Seeking (Su): At eleventh level, with concentration, you can expand your Empathy to seek out particularly strong emotion. This requires a minute of concentration to initiate, and lasts for as long as you continue concentrating. While using Empathic Seeking, your empathy only detects particularly strong emotions, but it detects them at ranges of up to your class level times your Wisdom score miles. Once you have detected a source of emotion, you can attempt to use it as a psychic anchor. The person feeling the emotion may make a Will save (DC 10 + 1/2 your class level + your Wisdom modifier). If it fails, you can perceive through its senses instead of your own for as long as you continue to concentrate. Attempting this breaks your concentration on the basic Empathic Seeking, so if you want to seek out a new target thereafter you must start again. If you retain concentration until the target goes to sleep, you can use your empathic connection to the target to influence its dreams, visiting the effects of a Dream or Nightmare spell upon it.

You may use Empathic Seeking a number of times per day equal to your Wisdom modifier.

Complex Mood (Ex): Starting at twelfth level, your mood for purposes of Empath abilities consists of the two strongest emotions you are feeling. Both emotions provide modifications, and you use the best for any given Extroversion. Additionally, you may now place an Extroversion upon a target who is already subject to a single Extroversion (although the same Extroversion cannot stack on the same subject).

Each six levels after 12th, you can have one additional emotion in your mood at a time, and can place one additional concurrent Extroversion upon a target.

Many Empath archetypes remove the Extroversion Strength modification for your mood. If you have one, you likewise lose the modifications for multiple moods, but this ability still lets you have multiple moods for purposes of other effects (such as Emotional Rush or resisting other empaths), and still lets you apply multiple Extroversions to the same target.

Emotional Rush (Su): Starting at thirteenth level, whatever mood you are in, choose one of the emotions. You constantly receive the benefits of any positive Extroversions you know for that emotion as long as you are conscious. These benefits do not count against the limit of Extroversions you may be subject to at once. If your mood changes, you may choose a new emotion to benefit from. You are not subject to the emotion's Urge due to this ability.

Emotion Blast (Su): At fourteenth level, you can unleash massive blasts of emotional energy. When using an Emotion Bolt, you can spend a use of Mass Empathy to affect a burst with a radius of 5' per point of your Charisma modifier. This also removes the touch attack component, although targets may make a Reflex save to halve the damage and the duration of the Extroversion. If you know both a beneficial and detrimental Extroversion of a given emotion, you can choose for allies in the area to receive the beneficial effects (and temporary hit points) while enemies receive the detrimental effects (and damage). If you only know one or the other, all creatures in the area are subject to the same effect.

Empathic Projection (Su): At sixteenth level, you no longer need to take a swift action to pinpoint creatures with Empathy. Your Empathic senses ignore physical obstacles for purposes of line of effect, and are equivalent to Blindsight for purposes of how well you can perceive those whose emotions you sense. You may also target anyone who you can empathically perceive with Extroversions or Empathic Transfers. When using Empathic Seeking, you can likewise target those whose emotions you perceive or anyone who you can perceive through another character's senses, although this will break your concentration on the Seeking.

Outpouring (Su): At seventeenth level, you can release a massive outpouring of emotion as a full-round action once per day per ten class levels (rounded down). Choose one emotion that you know at least one Extroversion for; everyone within one mile per point of your Charisma modifier is affected by one of your Extroversions for that emotion. If you know more than one Extroversion for the emotion, choose one of them as the basic effect; you may then specify a number of rules for who gets affected by other forms equal to your Wisdom modifier. You may specify these rules by physical location, current mood, or alignment whether you know them about a given target or not, or any trait as it is known to you. For example, you might say that members of your party receive the emotion's Ability Surge, that Good characters receive the Stat Bonus, that Evil characters receive the Stat Penalty, that everyone physically within an enemy's castle receives the Condition Surge, and that anyone who you have shaken hands with at least once receives the Skill Bonus. You choose which priority the rules apply in for those who meet multiple conditions.

The effects of an Outpouring last for ten minutes per point of your Charisma modifier rather than the normal duration.

Despite the tremendous area and greater flexibility of an Outpouring, it is still an Extroversion and subject to the normal rules and limits thereof.

Make Them Feel (Su): At nineteenth level, the emotions you project upon others are so intense that even creatures whose minds are shielded, whose wills are inviolable, who lack the physiology to properly feel emotions or even the minds required to interpret them still feel them at full force because they're just that intense. Under your power, zombies will dance with joy, golems can be made to weep, and even lifeless stone may quiver uselessly in impotent rage. Your Extroversions ignore any immunities that would otherwise block them, although normally immune targets do receive a saving throw bonus: +2 if they are normally immune to mind-affecting powers, +5 if normally immune to compulsions, and +10 if mindless or normally immune to the specific emotion you are projecting (only the highest bonus applies). Further, such targets receive a minimum result of 10 on the d20 roll of their saving throws.

Unrestrained Passions (Su): A twentieth level empath can flood a target with raw emotion of every type it can command. When using a Stat Bonus, Stat Penalty, or Skill Bonus Extroversion on a single target, once per day per two points of your Charisma modifier, you can apply that Extroversion for every emotion you know it for to the target simultaneously. You may choose to do so after the target has failed its save.

A character under the effect of Unrestrained Passions cannot be subject to any further Extroversions, even from abilities such as Complex Mood or Emotional Rush. Unrestrained Passions cannot be negated by other Extroversions except for a different use of Unrestrained Passions, in which case the normal level check is made. Unrestrained Passions also removes all other beneficial or detrimental (empath's choice) emotion-based effects on the target.

If you spend all of your daily uses of Unrestrained Passions and Outpouring (you must have your maximum uses available), and all of your remaining daily uses of Mass Empathy, you may as a full-round and swift action use Unrestrained Passions simultaneously on up to one target per two points of your Charisma modifier.

Quellian-dyrae
2014-12-01, 12:56 AM
Favored Class Bonuses

Dwarf: +1/2 Extroversion Known from any of the following emotions: Pride, Rage, Shame, or Pain.

Elf: +1/2 Extroversion Known from any of the following emotions: Calm, Pride, Hate, or Scorn.

Gnome: +1/2 Extroversion Known from any of the following emotions: Hope, Joy, Pain, or Scorn.

Half Elf: +1/2 Extroversion Known from any of the following emotions: Love, Lust, Fear, or Shame.

Halfling: +1/2 Extroversion Known from any of the following emotions: Calm, Hope, Joy, or Love.

Half Orc: +1/2 Extroversion Known from any of the following emotions: Lust, Rage, Fear, or Hate.

Human: +1/2 Charisma modifier for purposes of determining Extroversion duration.

Archetypes

Rather than invoking emotions directly, you take one subject's feelings to place them upon another. This makes your own emotions a non-issue, providing much more clinical empathic powers. It also means you are able to augment yourself and your allies while simultaneously hampering your foes, but it comes with a cost - if your enemies succeed to resist your debilitation, your allies won't benefit from the augmentation.

1st - Extroversion: You only learn one additional Extroversion per odd-numbered level, rather than per level.

However, any time you learn a Stat Bonus, Stat Penalty, Ability, or Condition Extroversion, you also learn the opposed Extroversion (Stat Bonus to Stat Penalty, Ability to Condition) for the opposed emotion. For example, if you learn the Hope Stat Bonus, you would learn the Fear Stat Penalty.

When you use one of the above types of Extroversions, you use the opposing Extroversion simultaneously. This comes at no additional cost in actions, but is not optional. You choose a different target for each Extroversion. If either target succeeds its saving throw, both Extroversions fail. Likewise, if either target has an existing Extroversion or opposing emotional effect that you fail to remove, both Extroversions fail. Note that in general, though, only the target whose emotion you are stealing (the one receiving the negative Extroversion) will actually attempt a saving throw.

1st - Thief's Touch [Replaces Mood]: An Emotion Thief is a more clinical empath; their own feelings matter little as they are simply moving around the existing emotional energy of others. Your own mood does not affect your Extroversion Strength, for good or ill. Your targets' moods will still affect their saving throws.

However, your Extroversion relies on a similar empathic channel to an Empathic Transfer, making it stronger with contact. If you are able to touch both targets, your Extroversion Strength increases by 1. If you are able to embrace both targets, it increases by 2. Also as with an Empathic Transfer, if the targets are both touching or embracing/grappling each other, you get the improved efficiency simply by touching one of them.

3rd - Empathic Transfer: You are more adept at Empathic Transfers than most empaths; you add a +1 bonus per die to your Empathic Transfer roll.

6th - Mass Empathy: When using Mass Empathy to perform your linked Extroversions, each target you would normally choose is a linked pair of targets.

9th - Emotion Bolt: When using Emotion Bolt to perform a linked Extroversion, you first fire a bolt at the target who receives the negative Extroversion (the one whose emotion you are stealing). If you hit and succeed to steal its emotion, the bolt then bounces to the secondary target, who must be within range of the initial target, rather than in range of you. If you miss the initial target, neither receives any effects.

13th - Steal Memories [Replaces Emotional Rush]: At thirteenth level, rather than gaining a constant augment based on your mood, you gain the ability to steal the memories of others. Whenever you successfully apply a negative Extroversion, if you wish, that target loses some intense memory related to the emotion. Whoever receives the linked beneficial Extroversion learns the memory. If you have a specific memory in mind, you can choose it; otherwise, you get a functionally random memory. Stolen memories can't be longer than one round per class level, although repeated Extroversion can be used to transfer longer memories. Closer contact can also enhance the effect; touching the target increases the length to one minute per class level, while embracing or grappling it increases the length to ten minutes per class level.

The stolen memories are not returned (or lost by their new recipient) when the Extroversion expires. A Greater Restoration, Wish, or Miracle can restore memories lost in this way, however, as can other abilities of similar power and restorative capability (such as Reality Revision or Psychic Chirurgery).

14th - Emotion Blast: When using an Emotion Blast with one of your linked Extroversions, all allies in the blast receive the beneficial effect and all enemies receive the detrimental effect. You must have at least one ally and at least one enemy in the blast or the attempt fails outright. If every enemy manages to resist, none of the allies in the blast gain any benefits.

17th - Steal Feelings [Replaces Outpouring]: Since you don't have the same sort of passion of a normal empath, you don't develop the ability to alter emotions on a massive scale. Rather, you gain the ability to outright rob a character of one of its emotions. Doing so is a full-round action affecting a single target in your Extroversion range. The target gets a Will save, DC 10 + 1/2 your class level + your Charisma modifier; on a successful save, it negates the effect and becomes immune to your Steal Feelings for 24 hours. You can attempt to Steal Feelings at will, but you may only have stolen the feelings one target per ten class levels, rounded down, at any one time.

If the save fails, you choose the emotion you are stealing; the target receives any negative Extroversions (Stat Penalty, Condition, Compulsion) you know for the opposed emotion. Any existing emotional effects for the stolen emotion are removed outright, and the target cannot be affected by them again while this effect lasts. The target is also outright unable to feel the stolen emotion or act in accordance with it; a target whose Love is stolen will feel apathy at best even for those closest to it, a target whose Hope is stolen will have no particular bravery or confidence, etc.

The effect lasts indefinitely until you are killed or choose to return the stolen feeling. During this time, you gain the Emotional Rush class feature regarding the emotion you have stolen (if you have multiple Steal Feelings effects active, you can swap which one you gain the Emotional Rush for as a swift action). Additionally, while you have feelings stolen, you may choose to use the Extroversions of that emotion and its opposite normally if you wish, rather than being obligated to use both together. When you do use both together, they are no longer both required to succeed; you can make up for a failure to steal one target's emotion by drawing from the much deeper store of already stolen feelings.

If you use Steal Memories in conjunction with Steal Feelings, you can steal a single relevant memory of any length. Alternately, you can choose a single person to whom the target generally responds with the stolen emotion, and steal all of the target's memories of that person.

20th - Unrestrained Passions: When using Unrestrained Passions, you use it on two targets simultaneously with a single use, one receiving Stat Penalty Extroversions, the other receiving Stat Bonus Extroversions. As always, if the penalized target resists, the augmented target receives no benefit.

Your empathic abilities are stunted, but your ability to form empathic links between targets to transfer their energy is much improved, providing you with superior restorative abilities that allow you to shift your and your friends' negative conditions to your enemies.

4th - Improved Empathic Transfer [Replaces Empathic Analysis]: Whenever you successfully use Empathic Transfer or Empathic Strike, rather than transferring hit points, you can transfer conditions, removing them from one target and applying them to another. As always, both targets are entitled to Will saves to negate the attempt (although in practice only one is probably going to try to resist most of the time). Effects transferred retain their remaining durations and any specifications they had at the time of transfer.

You can transfer an existing Extroversion from one target to the other, although you cannot transfer an Emotion Surge unless you are capable of performing Emotion Surges yourself. You can also transfer other emotion-based abilities, such as any form of Fear, a barbarian's Rage (or a Rage spell), a bard's Inspire Courage, etc. You can also transfer any of the following conditions:

Ability Damage (1/Wis Mod), Asleep, Charmed, Dazzled, Deafened, Entangled, Fascinated, Fatigued, Flat-footed, Sickened.

7th - Greater Empathic Transfer [Replaces Empathic Perceptions]: Your ability to transfer effects and conditions improves. Now you may transfer active spells as well, as long as the new target of the spell is valid for the original caster. You can also transfer any of the following conditions:

1 Negative Level, Blinded, Confused, 1 Disease, Exhausted, Immobilized, 1 Poison, Slowed, Staggered.

11th - Superior Empathic Transfer [Replaces Empathic Seeking]: Your ability to transfer effects and conditions develops further. Now you may transfer the non-instantaneous effects of any sort of ability (maneuvers, psionic powers, truenaming, static class features, etc) so long as the new target would be a valid target. However, you may treat the ability as being used by the original user, yourself, or the new target for purposes of determining who is valid (so you can transfer Personal spells, for example). You can also transfer any of the following conditions:

1 Ability Drain, Dazed, Nauseated, Paralyzed, Stunned, Unconscious.

16th - Ultimate Empathic Transfer [Replaces Empathic Projection]: Your ability to transfer effects and conditions has reached its peak. You can transfer the Dead, Polymorphed, or Petrified conditions, so long as you do so before a number of rounds have passed equal to your Wisdom modifier.

1st - Introvert [Replaces Mood]: You are less outgoing and expressive, but that doesn't mean you don't have strong feelings; you're just somewhat worse at expressing them and somewhat better at withholding them. Your own mood does not affect your Extroversion Strength for good or ill, but you receive a +2 bonus to Extroversion Strength when targeting yourself with Extroversions. Your target's mood can still affect its saving throw.

3rd - Manipulator [Replaces Empathic Transfer]: You haven't developed much understanding of the mechanics of forming an empathic connection between people; instead, you are quite adept at using your ability to influence emotions to manipulate others. Starting at third level, any time you place an Extroversion on a target, you may replace the Urge with one of your own devising that is appropriate to the emotion. The Urge can be precise and complex if you wish, although you must define it in no more than twenty-five words. You are not explicitly limited in what type of Urge you can require, although naturally, Urges that are against the target's nature or self-destructive are likely to be ignored in favor of the increased penalties.

When you use a Compulsion Extroversions, targets get a +2 bonus on saves against custom Urges that are against their nature, and +5 against those that are self-destructive, but you can still attempt them; sufficiently strong emotions can lead people to do things that are out of character or personally harmful.

1st - Extroversions/Mood: Your powers are entirely dependent on your emotions. You do not learn Extroversions at all. Rather, you have access to all Extroversions for your current mood, and you can attempt to use the Extroversions for connected emotions, but doing so requires a DC 15 Charisma check. You are unable to use any other Extroversions.

Since you will always only use Extroversions based on your mood, you always simply receive a +1 bonus to Extroversion Strength from your mood. If you have another archetype that removes or alters your mood modifier, you lose this bonus, but still use your mood to determine your Extroversions available.

8th - Emotion Surge: The DC of the Charisma check to use an Emotion Surge of a connected emotion is 20.

20th - Unrestrained Passions: When using Unrestrained Passions, you may apply all of the chosen type of Extroversion for all of your current and connected moods.

1st - Optimist [Replaces Mood]: You are optimistic by nature. Even when you feel angry or upset, you're still naturally better with positive feelings than negative feelings.

Your Extroversion Strength is not affected by your current mood. You get +1 Emotion Strength when providing a Stat Bonus and when using positive emotions (Calm, Hope, Pride, Joy, Love, and Lust). You take -1 Emotion Strength when imposing a Stat Penalty and when using negative emotions (Rage, Fear, Shame, Pain, Hate, and Scorn). These modifiers stack, so when using a positive emotion to grant a Stat Boost you get +2, a negative emotion for a Stat Penalty is -2, a positive emotion for a Stat Penalty is +0, etc. Your target's mood can still affect its saving throw.

You are a warrior who draws upon your emotions to augment yourself and your allies in battle. You don't have the breadth of knowledge of a normal empath, and are generally less capable at dealing with multiple opponents. You also aren't as adept as most at social and artistic skills. However, you make up for it with greater toughness, combat ability, and the power to channel your emotions through your weapon.

1st - Passion Knight: You receive a Good BAB, Good Fortitude save, and d10 HD for your Empath levels. Your starting gold becomes that of a fighter.

1st - Weapon and Armor Proficiency: You gain proficiency in simple and martial weapons, light, medium, and heavy armor, and shields (except tower shields).

1st - Extroversions: Due to your dedication to combat, you don't learn as many Extroversions as normal empaths. You only learn one additional Extroversion per odd-numbered level, rather than per level. You also cannot learn Skill Bonus Extroversions at all.

1st - Empathy: You hone your empathic senses more towards getting a sense of your foes in battle, rather than in social situations. You do not gain a bonus on any skill checks due to your empathy. However, you may add your Wisdom modifier to your CMB and CMD against any opponent who does not conceal its emotions from you, and you may substitute your Wisdom modifier for your Strength or Dexterity modifier on attack and weapon damage rolls against such opponents.

2nd - Extroverted Strike [Replaces Intuitive Aptitude]: Your devotion to the arts of combat comes at the cost of social and artistic skill. However, starting at second level, you can make an Extroverted Strike as a standard action. Make a single attack with a wielded weapon. If you hit, you may also use an Extroversion you know as a swift action. If you target the struck opponent with the Extroversion, it takes a -1 penalty on its saving throw per five points your attack hit by, rounded up.

3rd - Empathic Strike [Replaces Empathic Transfer]: You only learn to forge empathic channels between yourself and your foes, stealing their energy to strengthen you. Starting at third level, as a standard and swift action, you can make an Empathic Strike. Make a single attack with a wielded weapon. If you hit, the target takes an additional 1d6 damage per odd-numbered class level, and you gain an equal amount of healing (up to a maximum equal to the target's current hit point total). Any healing in excess of your normal maximum becomes temporary hit points that last for ten minutes. The type of energy your target uses to heal is irrelevant; you are always able to easily convert it to energy that you can use for personal restoration.

If you score a critical hit, the damage increases by one die step (d6 -> d8 -> d10 -> d12) per point of your critical multiplier. Past d12, reset the die to d6, but it applies each level rather than each odd-numbered level.

6th - Extroverted Flurry [Replaces Mass Empathy]: Starting at sixth level, as a swift action, you can turn every attack you make until the start of your next turn into an Extroverted Strike. You must use the same Extroversion for each strike, but may affect a different target. There is no daily limit on your uses of this ability. You cannot use this ability with an Empathic Strike.

8th - Emotion Surge: You are unable to learn Compulsion Surges.

9th - Emotion Strike [Replaces Emotion Bolt]: As a standard and swift action, you may charge your weapon with raw emotional energy and make a single attack. In addition to dealing normal damage, this attack delivers the effects of an Emotion Bolt upon either yourself or the target.

14th - Empathic Flurry [Replaces Emotion Blast]: As a swift action, you can change every attack you make until the start of your next turn into an Empathic Strike. A given target can only receive Empathic Strike damage once per round, and you only receive the full healing once per round. Each successive Empathic Strike on the same target in the same round inflicts minimum bonus damage, and each successful Empathic Strike past the first in a given round provides the minimum healing.

17th - Pierce the Heart [Replaces Outpouring]: At 17th level, every time you hit an opponent with a weapon attack, you can increase the Extroversion Strength of a single Extroversion upon that opponent by 2.

1st - Pessimist [Replaces Mood]: You are pessimistic by nature. Even when you manage to feel hope, joy, and other positive emotions, you're still naturally more inclined to project negativity.

Your Extroversion Strength is not affected by your current mood. You take -1 Emotion Strength when providing a Stat Bonus and when using positive emotions (Calm, Hope, Pride, Joy, Love, and Lust). You gain +1 Emotion Strength when imposing a Stat Penalty and when using negative emotions (Rage, Fear, Shame, Pain, Hate, and Scorn). These modifiers stack, so when using a positive emotion to grant a Stat Boost you get -2, a negative emotion for a Stat Penalty is +2, a positive emotion for a Stat Penalty is +0, etc. Your target's mood can still affect its saving throw.

1st - Uncontrolled Empathy: Your empathy isn't something you can freely turn on and off and easily insulate yourself from. You're aware of the emotions of others, constantly, and potentially painfully. You are unable to deactivate your Empathy. If you are exposed to especially strong emotion, it may overwhelm you; roll a Will save against a DC of 10 + your own Charisma modifier + the Charisma modifier of the highest-Cha character feeling the intense emotion. The DC increases by 5 if it's a small group of people (several people) feeling the emotion at potentially overwhelming levels of strength, by 10 if it's a mid-sized group (vicinity a few dozen), by 15 if it's a large group (vicinity several score), and by 20 if it's a massive group (hundreds). If you fail, your mood becomes set to that emotion. If you fail by five or more points, you are subject to that emotion's Urge. If you fail by ten or more points, you are subject to the Stat Penalty on that emotion, with an Extroversion Strength of 1 per five points you failed by. If you fail by twenty or more points, you are subject to the Condition Surge of that emotion. These effects last for as long as you are exposed to the intense emotion and for one round per point you failed by thereafter. You only roll when first exposed to the overwhelming emotion, although if the amount of exposure would change the DC, the effects may be recalculated.

However, this means your empathic abilities all come more naturally to you. All Empath class features that in any way rely on Wisdom instead use Charisma, except for the skill bonuses from Empathy, which use half your Charisma modifier rounded down. You also substitute your Charisma for your Wisdom when calculating your Sense Motive bonus.

New Feats

Emotional Aura

Just being near you fills others with a rush of emotion.

Prerequisites: Emotional Rush class feature.

Benefit: Your Emotional Rush benefits extend to all allies within 5' of you per two points of your Charisma modifier (rounded up).

Empathic Feedback

Rather than directly transfer energy through an empathic connection, you can set up a lasting connection that transfers smaller amounts of energy as needed.

Prerequisites: Empathic Transfer or Empathic Strike class features.

Benefit: When you successfully use an Empathic Transfer or Empathic Strike, rather than instantly initiating the transfer, you can set up Empathic Feedback between the targets. Each time the target who would get healing receives damage, the damage is reduced by half your class level, rounded up, and the other target receives the damage reduced. This lasts for a number of rounds equal to your Wisdom modifier. You cannot have multiple Empathic Feedbacks between the same two targets, but the same target can have an Empathic Feedback set up to multiple others. If the target receives reduced damage, it only applies once, but the damage is dealt to everyone with a negative feedback to that target. If the target receives damage, it simply takes damage from each target it is connected to.

Unlike a normal empathic transfer, this is about transferring the incoming energy, so what sort of energy heals the targets is irrelevant.

Emotion Grasp

Much like with an Empathic Transfer, your ability to channel raw emotion is improved with contact.

Prerequisites: Emotion Bolt.

Benefit: When using an Emotion Bolt, if you touch the target (requiring a melee touch attack roll rather than a ranged touch attack roll against an unwilling target), you roll d8s rather than d6s for the damage or temporary hit points, and the target takes a -2 penalty on its saving throw against the Extroversion. If you embrace the target (requiring a successful Grapple attempt against an unwilling target, which is performed as part of the same standard action) you roll d10s and the target takes a -4 penalty.

Extra Extroversions

You know more Extroversions.

Prerequisites: Ability to learn Extroversions.

Benefit: You learn three additional Extroversions.

Special: You may take this feat multiple times, gaining three more Extroversions each time.

If you only receive one Extroversion per odd-numbered class level, you only gain two additional Extroversions when you take this feat.

Extroverted Gaze

Those who look into your eyes are subject to the force of your emotions.

Prerequisites: Mass Extroversion class feature.

Benefit: By spending a use of Mass Extroversion as a standard action, you can set up an Extroversion as a gaze attack. You may only do so for Stat Penalty Extroversions. Your gaze attack has a range of 5' per two points of your Charisma modifier, rounded up. Any enemies who meet your gaze are subject to the Extroversion following normal rules. You retain the gaze attack for one round per point of your Charisma modifier.

Special: If you also have the Emotional Rush class feature, you constantly possess a gaze attack for the emotion you are currently benefitting from with Emotional Rush.

Extroverted Gaze, Improved

Your gaze can conduct more powerful emotions.

Prerequisites: Mass Extroversion class feature, Emotion Surge class feature, Extroverted Gaze feat, Empath Level 9+.

Benefit: When you set up an Extroverted Gaze, you can use a Condition Surge or Compulsion Surge Extroversion if you wish (at the normal cost of one Emotion Surge).

Special: If you also have the Emotional Rush class feature, your gaze attack from it is still a Stat Penalty Extroversion.

Extroverted Performance

You have combined the bardic arts with your emotional projections to provide especially stirring performances.

Prerequisites: Extroversion or Bardic Performance.

Benefit: Your empath class levels and bard class levels stack for purposes of your Extroversion Strength and Inspire Courage bonus. Each bard level gives you one Extroversion known, and each empath level gives you one additional round per day of bardic music.

If you successfully use an Extroversion on a character while it is maintaining a Bardic Performance, or another empath uses an Extroversion on you during one of your Bardic Performances (and that empath is willing or you succeed the Will save), rather than targeting it normally, you can apply it to everyone affected by the performance. This removes the normal duration; the Extroversion simply applies for as long as the subjects are affected by the performance.

If you have both Extroversion and Bardic Performance, you can channel Extroversions through your own performances.

Special: In a gestalt game, this feat only provides the second benefit.

Extroverted Sanctuary

Those who attack you are given a strong emotional desire not to do so.

Prerequisites: Extroversion.

Benefit: All enemies who are not immune to mind-affecting compulsions are considered to have an Urge not to attack you, penalizing any checks they make as part of an attack against you and adjusting any modifiers they receive from Extroversions in rounds where they attack you (and making them unable to attack you at all if subject to a Compulsion Surge Extroversion). Enemies with a total Will save modifier higher than your empath level + your Charisma modifier can ignore this Urge.

Focused Urge

You focus targets' Urges upon specific subjects.

Prerequisites: Extroversion.

Benefit: When you cause a target to receive an Urge that influences how it acts in regards to other characters, you can choose to focus it towards specific subjects. The target only fulfills the Urge if it is fulfilling it in regard to those characters. For example, a focused Urge of Hate requires the target to actively harm or hinder the specific individual or group you choose, rather than just anyone, if it wishes to fulfill the Urge.

Heightened Emotion

You can strengthen an Extroversion, but doing so can overwhelm the target.

Prerequisites: Extroversions.

Benefit: When you use a Stat Bonus or Stat Penalty Extroversion, you can increase its Extroversion Strength by as much as 50%, rounded up. However, for each point you increase, the target also receives two instances of the other effect. For example, if you were providing a Rage Stat Bonus with an Extroversion Strength of 4, normally you would grant the target +8 to damage. You could increase this to +10 or +12, but they would also take -4 or -8 DR.

Invest Extroversion

You can imbue offensive or curative powers with emotional energy.

Prerequisites: Emotion Bolt.

Benefit: Whenever you use a spell, psionic power, spell-like ability, psi-like ability, or supernatural ability that affects a single target and either deals damage, restores hit points, or grants temporary hit points, you may spend a swift action to add the effects of a single Extroversion to it. Targets immune to the Extroversion must still save against it, with their immunity suppressed on a failure as if from an Emotion Bolt.

Invest Extroversion, Improved

You can imbue wide area offensive or curative powers with emotional energy.

Prerequisites: Emotion Bolt, Emotion Blast, Invest Extroversion.

Benefit: You may now use Invest Extroversion in conjunction with effects that affect more than one target. You must spend a daily use of Mass Extroversion to do so.

Purge

You are experienced with recognizing unnatural feelings, and can purge them freely.

Prerequisites: Empathy.

Benefit: As a full-round action, you can immediately remove all Morale modifiers, emotion-based effects, Charms, and Compulsions upon you, beneficial or detrimental. You may take this action even if such abilities render you unable to act or allow another character to control your actions.

Purging leaves you emotionally numb for a time. For one minute, you have no mood and your Extroversion Strength is reduced by 1, but you get a +4 bonus on Will saves against further effects that you are capable of purging.

Shared Feelings

You can share intense feelings you feel with others.

Prerequisites: Extroversion, Empathic Transfer or Empathic Strike.

Benefit: When you affect a target with an Extroversion, as a swift action, you can also affect them with an emotional effect upon yourself that is from either the same emotion or a connected one. For example, if you are under the effects of a barbarian Rage, you could cause allies (or enemy spellcasters, perhaps) to receive your Rage as well when you affect them with a Rage, Lust, or Fear Extroversion. The emotional effect lasts for the Extroversion duration or until it no longer affects you, whichever comes first. Using Shared Feelings does not remove the emotional effect from you.

Soft Touch

You can fill a target with emotion without having it drive their actions.

Prerequisites: Extroversion.

Benefit: When you place an Extroversion on someone, you can choose for them not to be affected by the emotion's Urge, if you wish.

New Magic Items

Crystal Conductor: This clear crystal is often set atop a staff or scepter, or worn as an amulet. It allows an empath to channel its power through the crystal, intensifying the effect. When wielding a Crystal Conductor, add its enhancement bonus to attack rolls made as part of an Emotion Bolt or Empathic Transfer and to the total damage and/or temporary hit points rolled when using those abilities. Price: 2,000 Gold (+1), 8,000 Gold (+2), 18,000 Gold (+3), 32,000 Gold (+4), 50,000 Gold (+5).

Mood Ring: A simple ring tipped with a glowing gemstone depending on the emotion it is tied to. While wearing the ring, you gain a +5 bonus on Bluff checks to hide your emotion as the emotion tied to the ring, and your mood is considered to be the emotion tied to the ring for purposes of empath abilities. Price: 2,500 gold.

Extra Anchovies
2014-12-01, 01:28 AM
I really like this concept, and the execution is pretty great. (I wouldn't want to be in a party with one, but that's because I am OOC very uncomfortable with the concept of someone directly reading/messing with my emotions, even in a positive way)

However, you give them sorta-Mindsight at level 1, which is quite strong. It might be worth adding that it doesn't let you read the mood of creatures that you aren't aware of (such as invisible creatures or those on the other side of a wall); alternately, create a feat that lets you read the mood of creatures you're unaware of, with the Empathic Perceptions class feature as a prereq.

Also, does Empathy need line of sight/effect? If it doesn't, it would be pretty useless in areas where the room you're in has a population whose mood you do want to know, while the people in the next room over (who you don't care about) all have a different mood. Maybe give the option for the Empath to change their Empathy's aura to a cone with length = normal aura radius?

Quellian-dyrae
2014-12-01, 03:13 AM
Thanks!

Empathy doesn't let you detect or pinpoint creatures in itself (aside from a very broad "there are creatures present" by virtue of there being emotions). It just gives you an overview of the emotions in the area and, if you focus on a target who you can perceive, lets you detect their specific emotions. You can pinpoint once you get Empathic Perceptions, but that's at level 7, but even then it takes a swift action each round and can be potentially beaten by the Bluff check to conceal emotions.

It does require line of effect until you get Empathic Projection at level 16.

Groups with different emotions also would contrast with each other enough for you to pick up. If like, you're in a tavern and at one table there's a bunch of people hanging out and having fun, the bar's got half a dozen folk drowning their sorrows, and over by the dartboard there's four really competitive people holding a tournament, you'd recognize the overall mood at the table as Joy, at the bar as Pain, and at the dartboard as Pride. Contrasting emotions also stand out. If you're at a funeral and the general mood is Pain, you'll notice if a couple specific individuals are feeling Scorn and you'll darn well notice if a particular individual is feeling Joy.