Mephibosheth
2007-04-15, 02:25 PM
ARCANE EMPATH
With the usual murmur of conversation and rustle of clothes, mats, and bags, the students settled down to begin their practice of meditation and exercise, working on expanding their minds and strengthening their bodies through the traditional exercises. So absorbed in their meditations were the students that no one noticed the new person in the back row, who sat with a slightly smug half-smile on his lips as he meditated. Soon, the other students in the back of the class began to feel slightly unhealthy, some losing their balance and falling over, some doubling up on the ground and retching. Still the stranger sat and meditated.
Quickly, the entirety of the class became overcome with these strange ailments, and the instructor began to become seriously concerned. The instructor reached out with his thoughts and attuned himself to the mental energies of the room. In doing so, he was almost overcome by the malevolent energies projected by the quietly-meditating stranger. The instructor reeled backwards, desperate to escape from the out-of-control energies, but found himself unable to do more than crawl away.
As he was about to reach the door of the meditation chamber, the instructor felt a searing pain at the base of his skull and he doubled up on the ground, whimpering softly. Again and again powerful flows of energy surged into his brain, causing greater and greater pain. As he lapsed into unconsciousness, the instructor’s last vision was of the stranger calmly rise to his feat and walk out of the room.
An Arcane Empath is an individual who is extraordinarily sensitive to the energy fields generated by the cognitive processes of living beings. Arcane Empaths can manipulate these energy fields to give them control over the minds of others, to hamper the ability of their foes to function, and to cause physical harm with floods of out-of-control mental energy.
Hit Dice: d4
Requirements:
Skills: Concentration 8 ranks, Sense Motive 3 ranks, Spellcraft 8 ranks
Feats: Spell Focus (Enchantment or Evocation)
Spellcasting: Ability to cast 3rd level arcane spells, including at least 2 Enchantment and 2 Evocation spells of any level
Class Skills:
The Arcane Empath’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (NA), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|
+0
|
+0
|
+0
|
+2
|Telepathy|--
2nd|
+1
|
+0
|
+0
|
+3
|Detect Energy|+1 level of existing class
3rd|
+1
|
+1
|
+1
|
+3
|Manipulate Energy (Sickened)|+1 level of existing class
4th|
+2
|
+1
|
+1
|
+4
|--|+1 level of existing class
5th|
+2
|
+1
|
+1
|
+4
|Vindictive Enchantment|+1 level of existing class
6th|
+3
|
+2
|
+2
|
+5
|--|+1 level of existing class
7th|
+3
|
+2
|
+2
|
+5
|--|+1 level of existing class
8th|
+4
|
+2
|
+2
|
+6
|Manipulate Energy (Nauseated)|+1 level of existing class
9th|
+4
|
+3
|
+3
|
+6
|--|+1 level of existing class
10th|
+5
|
+3
|
+3
|
+7
|Energy Overload|--[/table]
Class Features:
Telepathy – Beginning at 1st level, an Arcane Empath gains the ability to communicate mentally with surrounding individuals. He/she gains telepathy with a range of 20 ft/level.
Detect Energy – Beginning at 2nd level, an Arcane Empath becomes attuned to the energy emitted by the mental processes of sentient beings. At will, he/she can detect any creature with an Intelligence score. This ability functions as Detect Chaos/Evil/Good/Law.
Manipulate Energy – Beginning at 3rd level, an Arcane Empath can manipulate the mental energy of those around him/her, reducing their ability to react, function, and process information. Thrice per day, an Arcane Empath can cause a single creature with an intelligence score to become sickened for a number of rounds equal to his/her class level. Beginning at 8th level, an Arcane Empath can cause the target to become nauseated instead of sickened. The target of this ability must be within 25 ft + 5 ft/2 levels and of the Arcane Empath and must be visible to him/her. A successful DC 10 + ½ class level + casting ability modifier Will save negates this effect.
Vindictive Enchantment – Beginning at 5th level, a Arcane Empath’s control of mental energy allows him/her to deal physical damage to foes over whose mind he/she has influence. Any time an Arcane Empath successfully affects a creature with an Enchantment (Charm) or Enchantment (Compulsion) spell or any substantially similar Enchantment effect (such as a Bardic Music ability), that creature takes 2d6 + 1/class level points of damage as the Arcane Empath roughly jerks the target’s mental energies.
Energy Overload – Beginning at 10th level, an Arcane Empath’s control over mental energy is so great that he/she can flood a target’s mind with energy, causing it to collapse under the strain and severely injure (if not kill) the target. This ability functions as the spell Terrible Secret save that it manifests itself as a flood of energy instead of a whispered secret, eliminating the auditory component of the spell. This ability can be used thrice per day.
With the usual murmur of conversation and rustle of clothes, mats, and bags, the students settled down to begin their practice of meditation and exercise, working on expanding their minds and strengthening their bodies through the traditional exercises. So absorbed in their meditations were the students that no one noticed the new person in the back row, who sat with a slightly smug half-smile on his lips as he meditated. Soon, the other students in the back of the class began to feel slightly unhealthy, some losing their balance and falling over, some doubling up on the ground and retching. Still the stranger sat and meditated.
Quickly, the entirety of the class became overcome with these strange ailments, and the instructor began to become seriously concerned. The instructor reached out with his thoughts and attuned himself to the mental energies of the room. In doing so, he was almost overcome by the malevolent energies projected by the quietly-meditating stranger. The instructor reeled backwards, desperate to escape from the out-of-control energies, but found himself unable to do more than crawl away.
As he was about to reach the door of the meditation chamber, the instructor felt a searing pain at the base of his skull and he doubled up on the ground, whimpering softly. Again and again powerful flows of energy surged into his brain, causing greater and greater pain. As he lapsed into unconsciousness, the instructor’s last vision was of the stranger calmly rise to his feat and walk out of the room.
An Arcane Empath is an individual who is extraordinarily sensitive to the energy fields generated by the cognitive processes of living beings. Arcane Empaths can manipulate these energy fields to give them control over the minds of others, to hamper the ability of their foes to function, and to cause physical harm with floods of out-of-control mental energy.
Hit Dice: d4
Requirements:
Skills: Concentration 8 ranks, Sense Motive 3 ranks, Spellcraft 8 ranks
Feats: Spell Focus (Enchantment or Evocation)
Spellcasting: Ability to cast 3rd level arcane spells, including at least 2 Enchantment and 2 Evocation spells of any level
Class Skills:
The Arcane Empath’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (NA), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|
+0
|
+0
|
+0
|
+2
|Telepathy|--
2nd|
+1
|
+0
|
+0
|
+3
|Detect Energy|+1 level of existing class
3rd|
+1
|
+1
|
+1
|
+3
|Manipulate Energy (Sickened)|+1 level of existing class
4th|
+2
|
+1
|
+1
|
+4
|--|+1 level of existing class
5th|
+2
|
+1
|
+1
|
+4
|Vindictive Enchantment|+1 level of existing class
6th|
+3
|
+2
|
+2
|
+5
|--|+1 level of existing class
7th|
+3
|
+2
|
+2
|
+5
|--|+1 level of existing class
8th|
+4
|
+2
|
+2
|
+6
|Manipulate Energy (Nauseated)|+1 level of existing class
9th|
+4
|
+3
|
+3
|
+6
|--|+1 level of existing class
10th|
+5
|
+3
|
+3
|
+7
|Energy Overload|--[/table]
Class Features:
Telepathy – Beginning at 1st level, an Arcane Empath gains the ability to communicate mentally with surrounding individuals. He/she gains telepathy with a range of 20 ft/level.
Detect Energy – Beginning at 2nd level, an Arcane Empath becomes attuned to the energy emitted by the mental processes of sentient beings. At will, he/she can detect any creature with an Intelligence score. This ability functions as Detect Chaos/Evil/Good/Law.
Manipulate Energy – Beginning at 3rd level, an Arcane Empath can manipulate the mental energy of those around him/her, reducing their ability to react, function, and process information. Thrice per day, an Arcane Empath can cause a single creature with an intelligence score to become sickened for a number of rounds equal to his/her class level. Beginning at 8th level, an Arcane Empath can cause the target to become nauseated instead of sickened. The target of this ability must be within 25 ft + 5 ft/2 levels and of the Arcane Empath and must be visible to him/her. A successful DC 10 + ½ class level + casting ability modifier Will save negates this effect.
Vindictive Enchantment – Beginning at 5th level, a Arcane Empath’s control of mental energy allows him/her to deal physical damage to foes over whose mind he/she has influence. Any time an Arcane Empath successfully affects a creature with an Enchantment (Charm) or Enchantment (Compulsion) spell or any substantially similar Enchantment effect (such as a Bardic Music ability), that creature takes 2d6 + 1/class level points of damage as the Arcane Empath roughly jerks the target’s mental energies.
Energy Overload – Beginning at 10th level, an Arcane Empath’s control over mental energy is so great that he/she can flood a target’s mind with energy, causing it to collapse under the strain and severely injure (if not kill) the target. This ability functions as the spell Terrible Secret save that it manifests itself as a flood of energy instead of a whispered secret, eliminating the auditory component of the spell. This ability can be used thrice per day.