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View Full Version : D&D 3.x Class Empath class



JPlayah
2016-02-19, 06:44 PM
EmpathThe empath is the first homebrew class that I've ever written. It's a psionic support class which uses the power of emotions to change the outcome of battles. The class has undergone two massive overhauls since I first wrote it, and I've also tested it from 1st to 3rd level in a campaign, where my DM was nice enough to let me use it and modify it between sessions.

“Uh-oh, Zeran’s angry. Get back! Everyone, get back!”

-Eru, paladin of Bahamut, moments before a pillar of flame bursts from the ground

Adventures: Empaths go on adventures for a variety of reasons. An empath will often strike out in the name of a cause that is close to her heart. There are many things that an empath may feel strongly about, and any of them could inspire her to travel miles in order to achieve something.
Characteristics: An empath is a master of emotions and focuses on using them to achieve her goals. Empaths are driven individuals, confident in their abilities and relentless in their pursuits. An empath can be inspiring to her allies and terrifying to her enemies, for she never gives up, never surrenders, and never backs down from something she believes in. Empaths can be difficult to compromise with, and it often takes someone as tactful and charismatic as the empath herself to make her change her mind about something. Despite this, empaths tend to be open-minded, and the right words can better inform an empath about a situation and help her make better decisions. Empaths constantly seek knowledge about emotions and the mind so they can better understand how a sentient creature’s mind works, for better or for worse. An empath values emotions as a sacred thing, but uses them as a tool to accomplish her goals. This may seem contradictory to some, but an empath sees no problem with her use of emotions. An empath’s highest calling is to master the power of feelings and emotions, and is a strong believer in the idea that to master one’s emotions is to master oneself. She understands that emotions can be used much like any other force, and her moral beliefs about the use of this force form the core of her personal values and lie at the center of everything she believes in.
Alignment: Empaths are free spirits. Although they are rigid in their beliefs, empaths find that rules imposed on them by outside forces tend to interfere with their comfort in expressing themselves. Thus, no empath is of a lawful alignment. Good empaths emphasize emotional health and seek to make those around them happy and content. They despise those who exploit a person’s emotions without good cause, and are utterly opposed to psychological torture. Chaotic empaths seek the power that comes with emotions, using them as a means to express their personal freedom and confidence in who they are. They frown on those who fear their own emotions or the emotions of others, believing that such individuals harm themselves by failing to embrace a key part of their own being. Evil empaths use emotions to get what they want and rarely let the cost of their actions bother them. They revel in their own power and control over emotions and resent being told what they can and cannot do, especially by those who do not have the power to stop them. Neutral empaths are interested mainly in understanding emotions and becoming knowledgeable about what they can achieve with them.
Religion: Empaths rarely venerate gods, holding emotions to a sacred level in their place. A few empaths worship deities whose alignments or values strongly match their own, or who they admire as beings of great worth.
Background: Most empaths discover their powers around their teenage years. To most individuals, an empath’s power can be mistaken for remarkable charisma until her emotions manifest themselves in a supernatural way. Those who knew the empath well before this discovery may tolerate her newfound abilities, but supernatural powers can be alarming to those who are unfamiliar with them. With her charismatic abilities, an empath may be able to smooth out some of her relationships that have been shaken by the discovery of her powers. In less accepting places, an empath may find that she is on her own after being revealed, and she must journey to find a new place to call home if she wishes to settle down again.
Races: Empaths can be found wherever psionic individuals are, and may show up among any sentient race. Humans are the most common race to discover such an emotional talent, while elves are a close second. Even outsiders known for high Charisma scores have been known to produce an empath or two.
Other classes: Empaths can get along well with just about anyone. They especially admire monks and sorcerers, who they can relate to in their quest for personal perfection and the possession of inborn talents, respectively. Empaths are as comfortable around those with supernatural powers as they are around common folk who have never cast a spell in their lives.
Role: An empath is best suited to a support role, using her control of emotions to manipulate situations to her advantage. An empath can empower herself or her allies or weaken her enemies, and at higher levels she is a source of powerful effects that can turn the tide of encounters. An empath is not particularly tough but she gains mobility as she progresses in level, which allows her to navigate the battlefield and affect other combatants as needed. Clever use of abilities and a high Dexterity score will help an empath get the job done while minimizing the risk of her being taken out of the battle. An empath is safer as a ranged combatant, but when an opportunity arises for her to use her psionic abilities in melee combat, the results can be devastating for enemies. Outside of combat, an empath can continue to support allies by granting morale bonuses to skill checks, and she gains a variety of skills over time to help the party deal with unexpected situations. An empath is a good candidate to act as the party face, augmenting her high Charisma score with her emotional powers to excel on Charisma-based checks.
Abilities: Charisma is important for empaths because their psionic abilities and some class features depend on it. Dexterity increases an empath’s ability to maneuver in combat. Constitution increases an empath’s durability. Wisdom increases an empath’s Will saves and helps her resist harmful mental effects which might prevent her from supporting her party. Strength can benefit an empath who wishes to take on a front-line combat role.











Alignment: Any non lawful.
Hit Die: d6.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.


Table: The Empath
Hit Die: d6



Level

Base
Attack Bonus

Saving Throws

Special

Power
Points/Day

Powers
Known

Maximum Power
Level Known



Fort

Ref

Will



1st

+0

+0

+0

+2

Manifest Emotion (First Emotion)

2

1

1st



2nd

+1

+0

+0

+3

Wild Actualization

6

2

1st



3rd

+2

+1

+1

+3

Emotional Drive

11

2

1st



4th

+3

+1

+1

+4

Channel Emotion

17

3

2nd



5th

+3

+1

+1

+4

Manifest Emotion (Second Emotion), Emotional Certainty +2

25

3

2nd



6th

+4

+2

+2

+5

Emotional Feedback

35

4

3rd



7th

+5

+2

+2

+5

Manifest Emotion x2

46

4

3rd



8th

+6/+1

+2

+2

+6

Emotional Certainty +4

58

5

4th



9th

+6/+1

+3

+3

+6

Manifest Emotion (Third Emotion)

72

5

4th



10th

+7/+2

+3

+3

+7



88

6

5th



11th

+8/+3

+3

+3

+7

Emotional Certainty +6

106

6

5th



12th

+9/+4

+4

+4

+8



126

7

6th



13th

+9/+4

+4

+4

+8

Manifest Emotion x3

147

7

6th



14th

+10/+5

+4

+4

+9

Emotional Certainty +8

170

8

7th



15th

+11/+6/+1

+5

+5

+9

Swift Feeling

195

8

7th



16th

+12/+7/+2

+5

+5

+10



221

9

8th



17th

+12/+7/+2

+5

+5

+10

Emotional Certainty +10, Self-Confidence

250

9

8th



18th

+13/+8/+3

+6

+6

+11



280

10

9th



19th

+14/+9/+4

+6

+6

+11

Manifest Emotion x4

311

10

9th



20th

+15/+10/+5

+6

+6

+12

Emotional Mastery

343

11

9th



Class Skills (4 + Int modifier per level, ×4 at 1st level): Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (psionics) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Psionic Device (Cha).





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

Weapon and Armor Proficiency: Empaths are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Power Points/Day: An empath’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Empath. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An empath begins play knowing the power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the psion/wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an empath to learn powers from the lists of other classes.) An empath can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers an empath can manifest in a day is limited only by her daily power points.

An empath simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against empath powers is 10 + the power’s level + the empath’s Charisma modifier.

Maximum Power Level Known: An empath begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, an empath must have a Charisma score of at least 10 + the power’s level.

Manifest Emotion (Ps): An empath’s gift for psionics allows her to elevate the power of her emotions from an internal experience to a tangible force. An empath may take a move action to imbue herself or another living creature with emotional energy. As she does this, she spends a number of power points no less than 1 and no greater than her class level. To affect a creature other than herself, an empath must touch that creature. The effects last 5 rounds per power point spent (½ minute per power point or 1 minute per 2 power points spent), and vary depending on whether the empath has chosen to manifest joy, anger, or fear. An empath chooses one of these emotions to gain access to at 1st level. She gains access to a second emotion at 5th level, and gains access to the third at 9th level. A creature can only be affected by one emotion at a time. If it becomes affected by a new emotion, the first one ends. Emotions manifested by an empath are psi-like abilities with the telepathy discipline and the mind-affecting descriptor. A creature can negate the effects of an emotion by making a Will save. The DC of this save is equal to 10 + ½ the empath’s class level + the empath’s Charisma modifier. The effects of each emotion are described below.

Joy: A creature imbued with joy experiences a wonderful sense of confidence and power. While this emotion is active, the affected creature gains a +2 morale bonus on saving throws and skill checks.

Anger: A creature imbued with anger is driven by a terrible conviction to destroy her enemies, either real or perceived. While this emotion is active, the affected creature gains a +2 morale bonus on weapon attack and damage rolls.

Fear: A creature imbued with fear suffers from horrifying thoughts of failure and powerlessness. While this emotion is active, the affected creature is shaken. If the empath chooses to target herself with this emotion, she takes no penalties from being shaken, but any subsequent fear effect directed at her can cause her to become frightened.
(Reminder: A shaken creature suffers a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.)

Beginning at 7th level, an empath may spend additional power points to increase the power of the bonuses and penalties of her emotions. An empath may spend twice the power points for a duration to double the bonuses or penalties of an emotion for that duration. At 13th level, an empath can spend three times the power points to triple the effects, and at 19th level she can spend four times as many power points to quadruple the effects. The total number of power points spent on manifesting an emotion cannot exceed the empath’s class level (until she reaches 20th level; see below). For example, a 7th level empath could spend a maximum of 7 power points to manifest a normal-strength emotion for 3½ minutes (at a rate of ½ of a minute per power point), or spend 6 power points to manifest a double-strength emotion for 1½ minutes (2x strength multiplied by 3 power points gives a total cost of 6 power points), but she could not manifest a double-strength emotion for 2 minutes, since the total cost would be 8 power points and a 7th level empath can spend no more than 7 power points at a time when manifesting an emotion.

Use the equation below to determine the cost of manifesting an emotion.

Power point cost = (Emotion’s strength multiplier) x (Number of minutes) x 2

The duration of a manifested emotion is

Duration (minutes) = ½ x (Number of power points spent) / (Emotion’s strength)

The easiest way to avoid awkward fractions is to remember that 1 power point gives a duration of 5 rounds or ½ of a minute, and that 5 rounds or ½ of a minute costs 1 power point. When multiplying an emotion’s strength, spend a number of power points that is divisible by that multiplier (spend multiples of 2 power points when manifesting a double strength emotion, multiples of 3 power points when manifesting a triple strength emotion, and so on).

Wild Actualization (Su): Beginning at 2nd level, an empath gains access to a set of unique powers whenever she is imbued with an emotion. These powers follow all the rules of normal psionic powers except that they can only be manifested by a psionic character who is imbued with an emotion corresponding to them. They do not count against the number of powers an empath can know based on her class level. If the emotion an empath is imbued with ends while a wild actualization power is active, that power’s effects still continue for their normal duration.

In theory, other psionic characters could learn wild actualization powers through the Expanded Knowledge or Epic Expanded Knowledge feats, but without the emotional energy to fuel them, they are useless.

Wild actualization powers cannot be stored in a power stone, dorje, or similar item, nor can they be reproduced by activating an item because such items cannot contain the emotional energy required for the powers to function. However, it is possible to craft psionic items using these powers. Items that are crafted using wild actualization powers give off an aura of joy, anger, or fear which is detectable by any spells, powers, items, or other effects that can detect emotions or psionic energy.

An empath’s manifester level is treated as 4 less than normal when manifesting powers related to the emotion that she gains access to at 5th level, and 8 less than normal when manifesting powers related to the emotion that she gains at 9th level. This number determines how many power points an empath can spend on her emotion-based powers and also determines level-dependent effects of those powers.

Counting only manifester levels gained in this class, an empath gains access to each wild actualization power when her effective manifester level for powers of the corresponding emotion is twice the level of that power. An empath gains access to the 1st level power in the first emotion she chooses at 2nd level, the second emotion she chooses at 6th level, and the third emotion she chooses at 10th level, and she gains access to powers of subsequent levels for each emotion every 2 class levels after this.



Table: Effective Manifester Level and Highest Power Level Known for Emotion-Based Powers



Class Level

Effective Manifester Level / Highest Power Level Known



First Emotion

Second Emotion

Third Emotion



1st















2nd

2nd

1st











3rd

3rd

1st











4th

4th

2nd











5th

5th

2nd











6th

6th

3rd

2nd

1st







7th

7th

3rd

3rd

1st







8th

8th

4th

4th

2nd







9th

9th

4th

5th

2nd







10th

10th

5th

6th

3rd

2nd

1st



11th

11th

5th

7th

3rd

3rd

1st



12th

12th

6th

8th

4th

4th

2nd



13th

13th

6th

9th

4th

5th

2nd



14th

14th

7th

10th

5th

6th

3rd



15th

15th

7th

11th

5th

7th

3rd



16th

16th

8th

12th

6th

8th

4th



17th

17th

8th

13th

6th

9th

4th



18th

18th

9th

14th

7th

10th

5th



19th

19th

9th

15th

7th

11th

5th



20th

20th

9th

16th

8th

12th

6th





A summary of the powers is given here.

Joy

1st level: Psionic Rejuvenation – Heals a living creature over a brief period.
2nd level: Psionic Therapy – Grants an additional Will save to another creature.
3rd level: Pacify – Nearby creatures lose the will to fight.
4th level: Mass Inspire – Applies Joy effect in a 30 foot cone; creatures are freed from fear effects.
5th level: Aura of Love – Shields an ally from damage and harmful effects.
6th level: Joy Blast – Blast of emotional energy heals allies and deals damage to enemies in a line.
7th level: Safeguard – Creates a barrier which protects friendly creatures inside of it; slowly heals allies.
8th level: Joyful Chirurgery – Removes harmful mental effects from a creature and restores mental ability scores.
9th level: Soul of Joy – Become joy incarnate.

Anger

1st level: Rage Beam – Improved Energy Ray deals fire damage and sets target on fire.
2nd level: Fury Strike – Your fist unleashes an explosion that throws surrounding creatures and objects.
3rd level: Defiance – Target creature gains damage reduction and immunity to fatigue and exhaustion.
4th level: Mass Enrage – Applies Anger effect in a 30 foot cone and compels creatures to attack; creatures gain a brief boost of speed.
5th level: Meteor Charge – You cloak yourself in flames and smash into a nearby target, sending it flying.
6th level: Burst of Fury – Your target gains a massive Strength bonus for one round.
7th level: Searing Anger – You launch a pillar of flame each round to trap and burn enemies.
8th level: Surging Assault – You and your allies are carried forward on a wave of fire; end effect to gain combat bonuses.
9th level: Soul of Anger – Become anger incarnate.

Fear

1st level: Psionic Darkness – Black cloud obscures the target’s senses and causes it to become shaken; frightens and deals damage if target is already shaken.
2nd level: Channel Fear – Black lightning damages a shaken, frightened, or panicked creature and slows its movement; frightened and panicked creatures suffer additional penalties.
3rd level: Resist Panic – Nearby allies gain a bonus on resisting fear effects and use existing fears to improve Listen and Spot checks.
4th level: Mass Terrify – Applies Fear effect in a 30 foot cone; deals Wisdom damage to creatures.
5th level: Scatter the Weak – Frightens surrounding enemies, reducing their AC and forcing them to flee from you.
6th level: Schadenfreude – Damage you deal to frightened or panicked creatures grants you temporary hit points.
7th level: Shadow Cage – You summon a cage to trap nearby creatures; creatures that touch the walls are forced back and take damage based on penalties they are suffering on Will saves.
8th level: Seeds of Terror – Mental seed grows within targets, terrifying them and draining their life away.
9th level: Soul of Fear – Become fear incarnate.

Emotional Drive (Su): Beginning at 3rd level, an empath gains additional power as the wondrous force of her emotions flows through her. While an empath is imbued with an emotion, she gains a +10 morale bonus to her speed.

Channel Emotion (Su): Beginning at 4th level, an empath learns to connect with the minds of those around her, allowing her to manifest emotions in others from a distance. The range from which an empath can manifest an emotion in another creature increases to 10 feet. At 7th level, the range increases to 20 feet, and at 10th level, the range increases to 25 feet + 5 feet/2 levels. The empath must have line of sight to her target to manifest emotions from a distance.

Emotional Certainty (Ex): With extensive meditation and knowledge of emotions come superior control over one’s own mind and the forces that impact it. At 5th level, an empath gains a continual +2 bonus on Will saves made to resist or negate charm, compulsion, fear, and possession effects. This bonus increases to +4 at 8th level, +6 at 11th level, +8 at 14th level, and +10 at 17th level.

Emotional Feedback (Su): Beginning at 6th level, an empath learns to more fully utilize the raw energy of her emotions, gaining additional power from them. While the empath is imbued with the emotion she gained access to at 1st level, she gains the following benefits.

Joy: Whenever an ally within 50 feet of the empath takes damage which results in his or her hit points becoming less than or equal to twice his or her hit dice, or whenever an ally within 50 feet of the empath becomes affected by a charm, compulsion, fear, or possession effect which prevents him or her from acting normally, the empath automatically becomes aware of who was affected, where that character is, and whether he or she is suffering from low hit points, a charm effect, a compulsion effect, a fear effect, or a possession effect. For 1 round, the empath gains a dodge bonus to AC and a bonus on Climb, Jump, and Swim checks equal to twice the strength of the emotion she is imbued with (+2 if joy is x1, +4 if joy is x2, etc.) and a bonus to her speed equal to ten times the strength of the emotion she is imbued with (+10 if joy is x1, +20 if joy is x2, etc.). After this, she cannot gain the bonuses again until she either manifests a joy-based power on the ally who was harmed or she imbues herself with joy again. If multiple allies trigger this effect in the same round, the empath only needs to manifest a joy-based power on one of them in order to be able to gain the bonuses again. This effect can potentially be triggered every round, but a given ally can only trigger it once every two rounds.

Anger: At the end of the empath’s turn, she may choose to begin a rage storm as a free action, which lasts for up to three rounds, but ends early if the empath’s anger ends. During this time, whenever an ally within 30 feet of the empath deals damage to an opponent, the empath gains a number of rage points equal to the bonus damage that she supplied to that ally through the use of her class features. For example, an ally that damaged three enemies through the use of the full attack option while being granted a +2 bonus on damage rolls from the empath’s anger would cause the empath to gain 6 rage points. Rage points gained from all sources stack, and persist for the duration of the rage storm. At the beginning of the empath’s turn on the final round of the rage storm, her rage points are converted to bonus damage, causing all damage-dealing powers that the empath manifests during this turn to deal 1 point of additional untyped damage per damage die rolled for every 5 rage points that the empath has accumulated. The maximum number of rage points that the empath can accumulate during a rage storm is equal to ten times the strength of the emotion she is imbued with (10 points if anger is x1, 20 points if anger is x2, etc.). When the rage storm ends, all rage points are lost, and the empath cannot begin a new rage storm for two rounds or until she imbues herself with anger again.

Fear: After the empath successfully imbues an opponent with fear, she may choose to dash to an empty square she can see as a swift action, provided that square is within a number of feet equal to ten times the strength of the emotion she is imbued with (10 feet if fear is x1, 20 feet if fear is x2, etc.). The empath and her gear become incorporeal during the dash, allowing her to pass through other creatures and objects. Moving this way does not provoke attacks of opportunity. After dashing, the next fear-based power that the empath manifests within 1 round has its DC increased by the strength of the emotion she is imbued with (+1 if fear is x1, +2 if fear is x2, etc.), provided the opponent that the empath imbued with fear is included among the power’s targets or is within the power’s area. After using this ability, the empath cannot do so again until she and her allies reduce a shaken, frightened, or panicked creature to 0 hit points or less, or until she imbues herself with fear again.

Swift Feeling (Su): An empath gains a great deal of power over her emotions with experience. Beginning at 15th level, an empath can manifest emotions as a swift action, allowing her to accomplish more things in a short amount of time.

Self-Confidence (Ex): An empath of 17th level or higher has developed such unshakable certainty about her emotions and identity that she becomes protected from mental ability drain. All ability drain that would affect the empath’s mental ability scores is instead dealt as ability burn damage. Additionally, an empath can use her psionic abilities to better protect her mind. By expending her psionic focus as a free action, an empath can attempt a Will saving throw to negate any mind-affecting magical, psionic, or supernatural effect that normally does not allow a save as though that effect had a DC equal to that of a normal spell or psionic power of its level.

If the empath uses this ability to resist a continuous spell or supernatural effect placed on the surrounding area, she becomes immune to that effect for 1 hour. If the empath fails her save, she must either exit the area or wait 1 hour before trying again. An empath can resist the effects of mind-affecting planar traits by expending her psionic focus and succeeding on a DC 30 Will save.

Emotional Mastery (Su): At 20th level, an empath breaks the boundaries of what she could previously achieve with emotions in a stunning display of emotional mastery. From this point, the maximum number of power points an empath can spend on manifesting an emotion increases to one-and-a-half times her class level.

JPlayah
2016-02-19, 06:47 PM
Wild Actualization Powers
Below is the list of powers accessible to empaths of 2nd level and above. An empath must be imbued with the appropriate emotion to manifest a power (for example, use of joy-based powers requires the empath to be imbued with joy).

Joy-based Powers

Psionic Rejuvenation

Psychometabolism (Healing)
Power level: 1
Display: Olfactory; see text
Manifesting time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 round
Saving throw: Fortitude negates (harmless)
Power resistance: No
Power points: 1

You pour the confidence and strength of joy into a target’s body instead of the mind, causing it to begin healing itself. As you manifest this power, the target briefly recalls an extremely pleasant smell that he or she would personally associate with happiness. The target regains 5 hit points per round for the power’s duration. This power is not a positive energy effect and it cannot cause its target to gain temporary hit points. Multiple applications of this power on the same target do not stack.
Augment: For every additional power point you spend, the power’s duration increases by 1 round.

Psionic Therapy

Telepathy [Mind-Affecting]
Power level: 2
Display: Olfactory; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving throw: Will negates (harmless)
Power resistance: Yes
Power points: 3

You mentally assist a target creature in battling the mental curses and afflictions that have been placed on him or her and briefly create the sensation of smelling salts. You attempt to remove one harmful mental effect from the target by immediately granting him or her a new Will saving throw to negate it. The target adds your Charisma bonus to the save. If the target is affected by multiple harmful mental effects, he or she chooses which one to make the save on. Success ends the effect at once.
Augment: You may augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, the target gains an additional save to negate a harmful mental effect. The target chooses whether to make this save against a second effect or one that he or she failed the save on previously at the time that he or she makes it.
2. If you spend 2 additional power points, you can manifest this power as an immediate action.

Pacify

Telepathy (Compulsion) [Mind-Affecting]
Power level: 3
Display: Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: Up to one creature/level
Duration: Up to 1 minute/level; see text
Saving throw: Will negates
Power resistance: Yes
Power points: 5

The air briefly sparkles around you as a sense of peace and calm radiates from your position. Any target creature that fails its Will save loses interest in fighting. Affected creatures that were either hostile or unfriendly towards you and your allies become indifferent. A creature’s attitude may change again depending on the actions that you or your allies take. A creature that is affected by this power and is then attacked, sees its allies attacked, or is deeply offended by your subsequent actions gains a new Will save to negate the effects of the power.
Augment: For every 3 additional power points you spend, the save DC to negate this power increases by 2.

Mass Inspire

Telepathy [Mind-Affecting]
Power level: 4
Display: Visual; see text
Manifesting time: 1 standard action
Range: 30 feet
Area: 30 foot cone-shaped burst centered on you
Duration: 1 round/level
Saving throw: Will negates (harmless)
Power resistance: Yes
Power points: 7

You pour joy and inspiration into those around you, and the air sparkles with a faint white light for a moment. Creatures within the power’s area are freed from all fear effects affecting them and gain a +2 morale bonus on saving throws and skill checks for the power’s duration. Augment: You may augment this power in one or both of the following ways.
1. For every 4 additional power points you spend, the morale bonus on saving throws and skill checks increases by 2.
2. If you spend 5 additional power points, the power’s range changes to 60 feet and the area becomes a 60 foot cone-shaped burst.

Aura of Love

Psychokinesis, Psychometabolism
Power level: 5
Display: Visual; see text
Manifesting time: 1 standard action
Range: Touch
Target: One creature
Duration: Up to 1 round/level; see text
Saving throw: Will negates (harmless)
Power resistance: Yes (harmless)
Power points: 9

You conjure a transparent aura of pink love which surrounds your target like a form-fitting bubble. For the power’s duration, the aura absorbs up to a total of 25 points of damage that would be dealt to the target from any source before dissipating. This applies after effects such as damage reduction and energy resistance have been taken into account. In addition, the aura blocks harmful status conditions that would result from supernatural effects. The target cannot be blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, nauseated, paralyzed, sickened, or stunned by magical, psionic, or supernatural effects while the aura is active, although the aura does not negate existing status conditions when the power is manifested. The aura also absorbs ability damage that would be dealt to the target, including damage from diseases and poisons that are already within the target. The aura can absorb any amount of ability damage while it is active. Damage dealt to the aura beyond its hit points continues through and hits the target. If the source of the damage that destroys the aura also applies harmful status conditions or deals ability damage, the aura absorbs those effects before breaking.
Augment: You can augment this power in one or more of the following ways.
1. For every 2 additional power points you spend, the aura can absorb 5 additional points of damage.
2. If you spend 3 additional power points, the power’s range changes to Close (25 feet + 5 feet/2 levels).
3. If you spend 4 additional power points, you can manifest this power as an immediate action.
4. If you spend 5 additional power points, the power suppresses the effects of existing harmful status conditions on the target while the aura remains active, and the aura also protects the target from ability drain, energy drain, and instant death effects.

Joy Blast

Psychokinesis, Psychometabolism (Healing) [Light]
Power level: 6
Display: Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Area: Line
Duration: Instantaneous and 1 round; see text
Saving throw: Fortitude partial; see text
Power resistance: Yes
Power points: 11

You channel the essence of joy, love, and light into an overwhelming blast. Your eyes shine with a pale pink glow as twisting beams of white light and pink love surge from your heart. The blast is one foot wide and goes through any material, ignoring armor, barriers, and walls. The beams are devastating to enemies, while miraculous for allies. You make a single ranged touch attack to hit enemies in the beam’s path, while allies are automatically hit. All creatures hit by the beam that are hostile to you are dealt 8d6 points of damage and must succeed on a Fortitude save or become stunned for 1 round. All other creatures in the path of the beam recover an equal number of hit points. The damage dealt by this power can reduce a creature’s hit points to 0, but not below. This power is not a positive energy effect and has no effect on constructs. Allied undead creatures do not recover hit points.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, the damage and healing caused by this power are each increased by 1d6 and the Fortitude save DC required for enemies to avoid being stunned increases by 1.
2. If you spend 6 additional power points, the power’s range changes to Medium (100 feet + 10 feet/level).

Safeguard

Metacreativity (Creation), Psychometabolism (Healing)
Power level: 7
Display: Visual; see text
Manifesting time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 15 foot radius hemisphere centered on target point
Duration: Up to 1 round/2 levels; see text (D)
Saving throw: Reflex partial; see text
Power resistance: Yes
Power points: 13

You conjure a shimmering barrier which hinders enemy movement. As the barrier comes into existence, it expands outward, pushing creatures that are hostile to you to its edge. Creatures that are pushed in this way can attempt Reflex saves to determine where on the edge they are pushed to. Creatures which fail this save are pushed directly away from the center and into the nearest open space outside of the barrier’s edge. Most creatures can pass right through the barrier, but creatures which are hostile to you treat it as a wall of force. Moving objects, such as swinging swords and flying arrows, and blasts of energy which are capable of dealing damage cannot enter the protected area from outside and stop at its edge, while similar attacks launched from inside of the barrier pass through to the outside with no resistance. Similarly, the barrier makes it impossible for a creature on the outside to cast spells, manifest powers, or create effects which target anything on the inside of the barrier, while creatures on the inside have no trouble affecting things outside of the barrier in similar ways. The barrier can be destroyed by anything which can destroy walls of force, and if it is, the power’s duration ends. While the barrier persists, living creatures that end their turns inside of the area it protects are immediately stabilized and recover 1 hit point per round. Healing provided by this power is not a positive energy effect; it has no effect on constructs and undead creatures. Creatures cannot gain temporary hit points from this power.
Augment: You can augment this power in one or more of the following ways.
1. For every 2 additional power points you spend, the barrier restores 1 additional hit point per round to creatures that end their turns inside of the area.
2. If you spend 4 additional power points, the barrier’s radius increases to 30 feet.
3. If you spend 4 additional power points, the barrier rapidly expands outward when you choose to dismiss the power early, increasing its radius by an additional 15 feet and pushing hostile creatures back to this new boundary before vanishing. Creatures can attempt a Reflex save to avoid being pushed.

Joyful Chirurgery

Telepathy [Mind-Affecting]
Power level: 8
Display: Mental
Manifesting time: 10 minutes
Range: Close (25 foot + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving throw: Will negates (harmless)
Power resistance: Yes
Power points: 15

You channel psionic power to heal your target’s mind, removing any harmful mental effects which have been applied within the past month. This power reverses the effects of mental ability drain and heals all ability damage to mental ability scores, as well as removing the effects of charms, compulsions, illusions, insanity, microcosm, fear, mind control, possession, and confusion on the target. It also restores lost memories and reverses effects which have dramatically altered the target’s personality or identity, including changes resulting from magical effects and psychological torture.
Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, this power also removes all negative levels from the target and cures harmful mental effects which were applied within the past year.
2. If you spend 4 additional power points, you can manifest this power as a full-round action. Manifesting the power in this way causes you to be dazed for 1 minute afterwards.

Soul of Joy

Psychometabolism, Telepathy (Healing) [Mind-Affecting]
Power level: 9
Display: Visual; see text
Manifesting time: 1 full-round action
Range: Personal
Target: You
Duration: Until joy manifested in yourself ends
Saving throw: None
Power resistance: No
Power points: 17

Your eyes shine with white light and a blinding flash is emitted from your being as your entire body transcends the limitations of a physical entity. Your body becomes a cohesive being of shifting white, gold, silver, and pink light. For the power’s duration, you are immune to non harmless effects with the mind-affecting descriptor. You gain the following effects, multiplied by the number of times the joy you manifested in yourself was increased (double if joy was x2, etc.): damage reduction 5/-, +2 bonus to saving throws and skill checks (this stacks with the bonus from your joy), regain 5 hit points per round. In addition, all healing you bestow on others is doubled, you can fly at twice your highest base speed (plus all bonuses you would normally apply to that speed) with perfect maneuverability, and you may manifest joy in others as an immediate action. You may only manifest this power once per day.
Augment: For every additional power point you spend, the duration of the joy manifested in yourself increases by 1 round.

Anger-based Powers

Note: Many of the anger-based powers can set creatures and objects on fire. A burning creature can make a DC 15 Reflex save each round as a move action to extinguish the flames. A creature that fails its save takes 1d6 points of fire damage. Rolling on the ground or attempting to smother the flames as a full-round action allows a creature to make this save with a +4 bonus, and total immersion in water or sand extinguishes the flames at once.

Rage Beam

Psychokinesis [Fire]
Power level: 1
Display: Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: Ray
Duration: Instantaneous
Saving throw: Reflex partial; see text
Power resistance: Yes
Power points: 1

The rage beam is a version of the energy ray power that is strengthened by the manifester’s anger. You throw your chest forward and emit a ray 2-3 inches wide from your heart. The ray may vary in color from yellow to red to almost black, and typically has a different color in its center than at its edge. No two empaths produce quite the same colored ray. On a successful ranged touch attack, the ray deals 1d8 points of fire damage to the first target in its path. If the target fails his or her Reflex save, he or she is also set on fire.
Augment: For every additional power point you spend, the power deals an additional 1d8 points of fire damage.

Fury Strike

Psychokinesis [Fire]
Power level: 2
Display: Visual; see text
Manifesting time: 1 standard action
Range: Touch (see text)
Target/Area: One creature or object and 5 foot radius burst centered on the target
Duration: Instantaneous
Saving throw: Reflex half; see text
Power resistance: Yes
Power points: 3

You concentrate the power of fiery rage into your fist and punch your target. On a successful melee touch attack, you deal 1d6 points of bludgeoning damage to your target. The blow also causes an explosion, dealing 2d6 points of fire damage to the target as well as anything and everything within the explosion’s radius (except you and your gear). Anything hit by this blast is thrown 5 feet away from the center plus an additional 5 feet for every 5 points of damage dealt to it by the explosion. Creatures hit by the explosion other than the target can attempt a Reflex save for half damage. Allies in the blast radius will also be hit by the explosion, so care should be taken when using it. If the initial attack misses, the explosion fails to occur and the power is wasted.
Augment: For every 2 additional power points you spend, you gain a +1 bonus on your attack roll and the explosion deals an additional 2d6 points of fire damage.

Defiance

Psychometabolism
Power level: 3
Display: Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 minute/level
Saving throw: Will negates (harmless)
Power resistance: Yes
Power points: 5

The air around the target creature shimmers, as if he or she is surrounded by a heat haze. For the power’s duration, the target gains damage reduction 3/- and is immune to fatigue and exhaustion effects. If the target is fatigued or exhausted at the time this power is manifested, those conditions are suppressed for the power’s duration.
Augment: For every 3 additional power points you spend, the damage reduction is increased by 2.

Mass Enrage

Telepathy (Compulsion) [Mind-Affecting]
Power level: 4
Display: Visual; see text
Manifesting time: 1 standard action
Range: 30 feet
Area: 30 foot cone-shaped burst centered on you
Duration: 1 round/level
Saving throw: Will negates; see text
Power resistance: Yes
Power points: 7

You pour anger and fury into those around you, and the air shimmers with a red mist for a moment. Creatures within the power’s area gain a +10 bonus to their move speed for 1 round and gain a +2 morale bonus to attack and damage rolls for the power’s duration. Affected creatures that you designate as enemies must succeed on a Will save or be compelled to attack a creature they feel less than friendly towards. Creatures not designated in this way are able to maintain control of their actions.
Augment: You may augment this power in one or both of the following ways.
1. For every 4 additional power points you spend, the morale bonus on attack and damage rolls increases by 2.
2. If you spend 5 additional power points, the power’s range changes to 60 feet and the area becomes a 60 foot cone-shaped burst.

Meteor Charge

Psychokinesis [Fire]
Power level: 5
Display: Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving throw: Reflex partial (creature only)
Power resistance: Yes
Power points: 9

You surround your body with intense flames and fly in a straight line at your target. Moving in this way does not provoke attacks of opportunity. You can travel in any direction using this power, provided no solid objects are in your way other than your target. If your target succeeds on his or Reflex save, you continue past in a straight line for 10 feet before your movement ends. If your target fails his or her Reflex save, you collide violently, landing in his or her square, dealing 4d6 points of fire damage and 4d6 points of force damage, and causing the target to fly 5 feet away from you for every 10 points of damage dealt by this power (minimum 5 feet), landing prone. You can manifest this power without a target by aiming towards an open space in order to travel to that location.
Augment: You may augment this power in one or more of the following ways.
1. For every 2 additional power points you spend, the power deals an additional 1d6 points of fire damage and 1d6 points of force damage.
2. If you spend 3 additional power points, you may manifest this power as a move action.
3. If you spend 4 additional power points, you may continue your movement beyond the target after colliding until you reach the next solid creature or object in your path, until you reach the edge of the power’s range, or until you choose to stop moving.

Burst of Fury

Psychometabolism
Power level: 6
Display: Visual; see text
Manifesting time: 1 immediate action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 round
Saving throw: Fortitude negates (harmless)
Power resistance: Yes
Power points: 11

A flash of red light appears around your target as his or her muscles surge with energy. The target creature gains a +10 morale bonus to Strength for the power’s duration.
Augment: For every 2 additional power points you spend, the morale bonus to Strength increases by 2.

Searing Anger

Psychokinesis [Fire]
Power level: 7
Display: Visual; see text
Manifesting time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: See text
Duration: Concentration, up to 5 rounds
Saving throw: Reflex negates or Fortitude partial; see text
Power resistance: Yes
Power points: 13

You manifest your burning rage as a searing pillar of flame, which traps your enemies inside and consumes them in fire. Each round, you select a 5 foot square, which heats up and launches a pillar of flame into the air with the force of a small wind storm. The pillar is 20 feet high and burns for 1 round. Anything in the area that fails a Reflex save is dealt 4d6 points of fire damage and catches on fire. If a creature is entirely within the burning area, its speed is reduced by 50% for 1 round. Any creature that fails to escape before the beginning of your next turn must succeed on a Fortitude save or become fatigued.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, the power’s duration increases by 1 round.
2. For every 3 additional power points you spend, the power deals an additional 1d6 points of damage.

Surging Assault

Psychokinesis, Psychometabolism [Fire]
Power level: 8
Display: Visual; see text
Manifesting time: 1 full-round action
Range: Personal and 20 feet
Target/Area: You, any number of creatures, and 20 foot radius emanation centered on you (see text)
Duration: 1 minute/level (D)
Saving throw: Reflex negates; see text
Power resistance: Yes
Power points: 15

You focus your anger, willing yourself and your allies to surge forward and destroy your enemies. Your desire manifests itself as an enormous wave of heat rises from below, carrying you and your allies in the direction of your choice in an expression of glorified anger and force. Creatures who are unwilling to be carried can attempt a Reflex save to avoid being picked up. You, all chosen targets, and any possessions carried by you or the targets are immune to fire damage for the power’s duration, and you are carried in the direction of your choice at a rate of 300 feet per round. The wave’s direction can be changed each round at the beginning of your turn. The wave is 40 feet wide (the front of the wave, which carries you, has the dimensions of the target area) and burns everything up to 30 feet below it as it moves, dealing 10d6 points of fire damage to everything it passes through as well as setting everything it passes through on fire. Creatures can attempt Reflex saves to avoid the flames. You may have the wave release you and others that it is carrying at any time. If you do, the wave drops you and the targets before vanishing. For the duration of the power, the base move speed of all targets is increased by 10, their bodies are surrounded by auras of fire, dealing 2d6 points of fire damage to any creature that makes a successful melee attack against them or that they make a successful melee attack against, and all damage that would be dealt to the targets from any source is reduced by 5.
Augment: You can augment this power in one or more of the following ways.
1. For every 2 additional power points you spend, the wave of fire deals an additional 1d6 points of damage and moves an additional 50 feet per round.
2. For every 3 additional power points you spend, the fire auras deal an additional 1d6 points of damage, and all damage that would be dealt to the targets is reduced by an additional 2.
3. If you spend 4 additional power points, the wave of fire lasts for an additional round after releasing you and the other targets, and you can concentrate during this time to control its movement.

Soul of Anger

Psychometabolism, Telepathy [Mind-Affecting]
Power level: 9
Display: Visual; see text
Manifesting time: 1 full-round action
Range: Personal
Target: You
Duration: Until anger manifested in yourself ends
Saving throw: None
Power resistance: No
Power points: 17

Your eyes glow with red flames and a blinding flash is emitted from your being as your entire body transcends the limitations of a physical entity. Your body becomes a cohesive being of raging red, yellow, and blue flames. For the power’s duration, you gain a +20 bonus on all Concentration checks and Fortitude saves you attempt and you gain the benefits of a Freedom of Movement spell. You gain the following effects, multiplied by the number of times the anger you manifested in yourself was increased (double if anger was x2, etc.): damage reduction 5/-, +2 bonus to attack and damage rolls (this stacks with the bonus from your anger), damage-dealing powers deal 1 additional point of damage per damage die. In addition, your Strength modifier is doubled (double Strength modifier after adding other effects), you can fly at twice your highest base speed (plus all bonuses you would normally apply to that speed) with perfect maneuverability, and you may manifest anger in others as an immediate action. You may only manifest this power once per day.
Augment: For every additional power point you spend, the duration of the anger manifested in yourself increases by 1 round.

Fear-based Powers

Psionic Darkness

Telepathy (Compulsion) [Mind-Affecting]
Power level: 1
Display: Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 round; see text
Saving throw: Will negates
Power resistance: Yes
Power points: 1

You surround your target with a veil of jet black fog, obscuring all of his or her senses. The fog envelopes your target completely and remains attached for the duration of the power, preventing the target from seeing, hearing, smelling, tasting, or feeling normally (except for feeling pain). The target cannot make Listen, Search, or Spot checks and is effectively blinded and deafened. Because of the potency of the sensory deprivation, the target must make a DC 10 Balance check at the end of each of his or her turns or fall prone. Getting up requires a successful DC 10 Balance check. This power also causes the target to become shaken. If the target was already shaken, he or she becomes frightened instead and begins hallucinating, taking 1d6 points of damage per round. Targets which were frightened become panicked and take the same amount of damage.
Augment: For every additional power point you spend, the power’s duration is increased by 1 round.

Channel Fear

Telepathy [Mind-Affecting]
Power level: 2
Display: Auditory and Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One shaken, frightened, or panicked creature
Duration: Concentration
Saving throw: Will negates
Power resistance: Yes
Power points: 3; see text

You channel emotional pain into a shaken, frightened, or panicked target, harming him or her. Upon manifesting this power, a black shadowy arc of miniature storm clouds and lightning (also jet black) connects your brow to the target. You automatically pay 3 power points each round as you concentrate to sustain the power. As you channel, the target is dealt 3d6 points of damage each round and has its movement speed reduced by 50%. Additionally, a frightened or panicked target suffers a -2 penalty on Will saves in addition to the normal penalties from fear effects. The target can attempt a Will save each round in an attempt to end the effect, and it ends automatically if the distance between you and the target exceeds the power’s range, you lose concentration, or if the target stops being shaken, frightened, or panicked. You may continue channeling until you are out of power points, or stop concentrating to end the power at any time.
Augment: For every 2 additional power points you pay each round, this power deals an additional 2d6 points of damage to the target. The decision to augment this power must be made when you manifest it and the additional cost and damage are automatically factored in each round for the power’s duration.

Resist Panic

Telepathy [Mind-Affecting]
Power level: 3
Display: Visual
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target/Area: Any number of creatures within a 25 foot + 5 feet/2 levels radius emanation centered on you
Duration: 10 minutes/level
Saving throw: Will negates (harmless)
Power resistance: Yes
Power points: 5

You surround yourself with an aura of awareness. Within the aura, allies gain awareness of their own fears and doubts, making them more able to resist panicking and helping them direct their existing fears towards ensuring survival. All allies that stand within the aura gain a +4 morale bonus on Will saves to resist becoming frightened or panicked as well as a +4 morale bonus on Listen and Spot checks.
Augment: You may augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, the morale bonuses each increase by 2.
2. If you spend 3 additional power points, the bonus on Will saves applies to attempts made to resist all fear effects.

Mass Terrify

Telepathy (Compulsion) [Mind-Affecting]
Power level: 4
Display: Visual; see text
Manifesting time: 1 standard action
Range: 30 feet
Area: 30 foot cone-shaped burst centered on you
Duration: 1 round/level
Saving throw: Will negates
Power resistance: Yes
Power points: 7

You pour fear and pain into those around you, and the air pulses with a purple glow for a moment. Creatures within the power’s area are dealt 2 points of Wisdom damage and are shaken for the power’s duration.
Augment: You may augment this power in one or both of the following ways.
1. For every 4 additional power points you spend, the penalties suffered by the shaken creatures increase by 2.
2. If you spend 5 additional power points, the power’s range changes to 60 feet and the area becomes a 60 foot cone-shaped burst.

Scatter the Weak

Telepathy (Compulsion) [Mind-Affecting]
Power level: 5
Display: Auditory; see text
Manifesting time: 1 standard action
Range: 15 feet
Area: 15 foot radius burst centered on you
Duration: 3 rounds
Saving throw: Will negates
Power resistance: Yes
Power points: 9

The air around you reverberates with a piercing scream, terrifying enemies to the point at which they are no longer able to defend themselves effectively. Creatures in the affected area that fail their Will saves become frightened and suffer a -2 penalty to AC for the power’s duration, and must flee from you if possible. Creatures which are already frightened become panicked instead.
Augment: You may augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, the power’s duration increases by 1 round.
2. If you spend 3 additional power points, the AC penalty suffered by each creature becomes equal to the total penalty that creature is suffering on Will saves from all sources.

Schadenfreude

Psychometabolism, Telepathy (Healing) [Mind-Affecting]
Power level: 6
Display: Visual; see text
Manifesting time: 1 standard action
Range: Personal and Close (25 feet + 5 feet/2 levels)
Target/Area: You and 25 foot + 5 feet/2 levels radius emanation centered on you
Duration: 1 round/level
Saving throw: None
Power resistance: No
Power points: 11

A dark shadow spreads outward as you begin drawing energy from the fear around you. For the duration, whenever you deal damage to a frightened or panicked creature within the power’s range, you gain temporary hit points equal to half the damage dealt. Temporary hit points gained from this power stack with each other, and the maximum number of temporary hit points you can have at once is equal to twice your manifester level. Temporary hit points gained this way last for 1 hour.
Augment: For every 2 additional power points you spend, you also gain 1 temporary hit point at the beginning of each of your turns while the power lasts, provided you do not exceed the maximum number of temporary hit points allowed by this power.

Shadow Cage

Metacreativity (Creation), Telepathy (Compulsion) [Mind-Affecting]
Power level: 7
Display: Auditory and Visual; see text
Manifesting time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Area: 10 foot high cylinder centered on you, with radius between 10 feet and 25 feet + 5 feet/2 levels
Duration: 1 round/2 levels (D)
Saving throw: Will negates; see text
Power resistance: Yes
Power points: 13

A chilling hiss echoes from the air as a transparent, purple cage forms around the edge of the designated area, locking you and nearby creatures inside. The cage appears as if it could be walked through; however any creature that tries this soon discovers otherwise. Each time a creature touches the walls of the cage, it must succeed on a Will save or be pushed 10 feet away, repulsed by terrifying hallucinations. It also suffers a -1 penalty on Will saves, which stacks with all other Will save penalties and lasts until the power ends. At the time that the creature is pushed back and again 1 round later, that creature is dealt damage equal to 1d6 multiplied by the total penalty it is suffering on Will saves from all sources. Creatures that succeed on their Will saves are still unable to pass through the cage, but are otherwise unaffected. A creature that touches the cage multiple times must make a new Will save each time to avoid being affected. You also cannot walk through the cage, but it cannot harm you, either.
Augment: You can augment this power in one or both of the following ways.
1. For every 4 additional power points you spend, the damage dealt to creatures that touch the cage continues being dealt for an additional round after they fail their Will saves.
2. If you spend 6 additional power points, the remaining durations of fear conditions applied to the creatures inside do not decrease while those creatures remain within the cage. This applies to both conditions which begin before the power is manifested and those which are applied after it has been manifested.

Seeds of Terror

Telepathy (Compulsion) [Mind-Affecting]
Power level: 8
Display: Mental and Visual; see text
Manifesting time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Target/Area: Any number of creatures in a burst with radius between 5 feet and 30 feet
Duration: 1 round/level
Saving throw: Will negates
Power resistance: Yes
Power points: 15

You plant a psionic seed in the minds of all creatures in the designated area except for those creatures you choose to avoid affecting. At first, it seems as though nothing has happened. Over the next several minutes, the targets begin to feel uneasy, nervous, and scared as the seed you planted grows, filling their minds with terror and hallucinations. On the round you manifest this power, nothing happens. On the next round, the target creatures feel slightly disturbed. On round 3 they become shaken, on round 4 they become frightened, and on round 5 they become panicked. The creatures continue to be panicked until the effect ends. Beginning on round 5, they suffer a stacking -1 penalty on Will saves each round that the effect continues. They also lose all sensory input and begin hallucinating as though affected by Psionic Darkness, which requires them to make periodic Balance checks or fall prone (see the Psionic Darkness description). Also beginning on round 5 of the effect, each affected creature is dealt 1d6 points of damage per round multiplied by the penalty it currently suffers on Will saves (including the penalty for the current round and additional penalties from other sources, such as status conditions). This causes those creatures to receive increasing amounts of damage each round, draining their health away faster and faster while the effect persists. An affected creature can attempt a Will save to negate the effect each round beginning on round 3. Success ends the effect for that creature and removes all penalties at once.

Soul of Fear

Psychometabolism, Telepathy [Mind-Affecting]
Power level: 9
Display: Visual; see text
Manifesting time: 1 full-round action
Range: Personal
Target: You
Duration: Until fear manifested in yourself ends
Saving throw: None
Power resistance: No
Power points: 17

Your eyes pulse with a deep purple and a blinding flash is emitted from your being as your entire body transcends the limitations of a physical entity. Your body becomes a cohesive being of all-consuming darkness, shadow, and inky blackness. For the power’s duration, enemies affected by your fear or one or more of your fear-based powers are dealt 1d6 points of damage and you regain 1 hit point for each enemy damaged this way at the beginning of each of your turns. You also gain darkvision out to 60 feet and can see the exact location of all shaken, frightened, panicked, and cowering creatures out to 60 feet (even behind doors and walls) for the power’s duration. You gain the following effects, multiplied by the number of times the fear you manifested in yourself was increased (double if fear was x2, etc.): damage reduction 5/-, enemies suffer a -2 penalty on attack rolls, saving throws, skill checks, and ability checks while affected by your fear (this stacks with the normal penalties from your fear), +2 DC on Will saves made to resist your psionic powers. In addition, the amount of ability damage your fear-based powers deal is doubled, you can fly at twice your highest base speed (plus all bonuses you would normally apply to that speed) with perfect maneuverability, and you may manifest fear in others as an immediate action. You may only manifest this power once per day.
Augment: For every additional power point you spend, the duration of the fear manifested in yourself increases by 1 round.


Epic Empath

Hit Die: d6.
Skill Points at Each Additional Level: 4 + Int modifier.
Powers: The epic empath’s manifester level is equal to her class level. The empath’s base power points do not increase after 20th level. At every even numbered level after 20th, she learns one new power of any level that she can manifest.
Manifest Emotion: The empath’s ability to increase the strength of her manifested emotions continues to improve. At 25th level, an empath can increase the strength of her emotions to x5, at 31st level, this improves to x6, and the maximum multiplier continues to increase by 1 every 6 levels. As always, the number of power points an empath can spend on an emotion is limited by her manifester level (capped at 1½ times her manifester level at 20th level and above thanks to the Emotional Mastery class feature).


Alternate Class Features

Below is a list of alternate class features for the empath.

Emotional Synergy (Su)
Replaces: Emotional Feedback
Description: At 6th level, an empath learns to combine her first two emotions to produce a powerful effect in a 15 foot radius around her. The effect she produces depends on what her first two emotions are, and it lasts while she concentrates, up to 1 round per 2 class levels. The empath can activate this effect as a standard action, and it is usable while the empath is imbued with any of her emotions (or no emotion at all). This ability is usable once per day. Effects and their corresponding emotions are described below.

Joy and Anger – Soul Fire: The empath summons a globe of raging semi-transparent flames, which heat the surrounding area to a comfortable temperature and do not harm the empath or her allies. While this effect lasts, the empath and any of her allies inside the effect’s radius are immune to cold and fire damage, and characters who were suffering from hypothermia or heat exhaustion recover completely after 1 round. In addition, the empath and her living allies inside the effect’s radius recover 5 hit points per round. This is not a positive energy effect and cannot cause characters to gain temporary hit points. Creatures in the effect’s radius which intend to harm the empath or her allies experience intense pain, as though they were being burned and frozen at the same time, and must succeed on a Will save each round (DC 15 + ½ the empath’s class level + the empath’s Charisma modifier) or succumb to the pain and be forced to leave the area immediately by any means available. This is not a mind-affecting effect; the flames do cause real pain (but not damage) and are therefore able to affect any creature which can feel pain, including a mindless creature.

Anger and Fear – Hell Storm: The empath summons what appears to be a miniature thunderstorm around her, complete with black clouds, thunder, and lightning. While the storm rages, the empath and her allies inside the effect’s radius appear frightening and powerful to their enemies. Their spells, powers, and supernatural abilities have their save DCs increased by 1, and all attacks they make and damaging effects they produce deal 1 additional point of damage per damage die rolled. Creatures in the effect’s radius which intend to harm the empath or her allies must succeed on a Will save each round (DC 15 + ½ the empath’s class level + the empath’s Charisma modifier) or become frightened for 5 rounds.

Joy and Fear – Pain Eclipse: The empath summons a swirling globe of light and dark streaks around her which illuminates her surroundings, creating bright light out to 15 feet and shadowy illumination out to 30 feet. While the effect lasts, the empath and her allies inside the effect’s radius are immune to fear effects and all damage that they would take from any source is reduced by 50%. Creatures in the effect’s radius which intend to harm the empath or her allies must succeed on a Will save each round (DC 15 + ½ the empath’s class level + the empath’s Charisma modifier) or become dazed for 1 round.

JPlayah
2016-02-25, 11:33 PM
Could someone PEACH this or give feedback please? I'm interested in what other people think about it.