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Hello. I am in need of GMs who are thinking of starting a new game session to test a creation of mine, that being Starsigns.

Before I explain what those are, allow me to preface this with an explanation. Due to a combination of stale game play and rigid class structures, and the Trait system being...shall we say, expansive, I have created an entirely new system to incorporate into character creation.

My Starsigns are designed to replace the Trait system entirely (Bullied characters with Rich Parents, anyone?) With this system, we are no longer tempted to comb the rules for hours seeking out that perfect +1 bonus, or come up with reasons why it doesn't exist to validate our begging the GMs. In turn, we're no longer required to spend time researching endless Traits to make sure the players didn't misread something. Sure there are other ways to handle this; banning Traits altogether, for example. But, my group likes fun.

Now, characters select a Starsign to be born under, and each one provides several choices to enhance a character concept. By removing the utter flexibility of Traits, Starsign abilities tend to have a bit more oomph to them. These can be small bonus to numbers, or the lifting of certain restrictions on character ideas that would normally take several levels to pull off, and probably aren't very good by that point. As with all things though, I want to make sure my Starsigns aren't causing more problems than they cure.

If anyone is interested in a system like this, I would love feedback that I can incorporate into my Starsigns to promote healthy game play. However, since I don't actually know any of you as people, the only way I can prevent false data from occurring is to be selective in my process. Meaning if you'd like to use my system, send me a message so I can ask you a few questions. In their current phase, my Starsigns will not be made public.

I have been working on these Starsigns for months. This is not a system I spewed out over night. I need the best data I can get.

Thanks!

Brief summary of Starsigns:

The Heart of the Cosmos: Tuning you out is not an option. Mediation benefits everyone...but mostly you.

The Jeweled Ring: Necessity bred invention. You perfected it.

The Knight: Get in there and fight, maggot!

The Magician: For my next trick...I'll need a volunteer.

The Thief: For the discerning PC in you.

The Lover's Locket: You protect far more than a simple picture.

The Caduceus: Side effects may include healing, attribute restoration, temporary hitpoints, and First Aid that does something. Ask your GM if The Caduceus is right for you.

The Ascension: Your metaphysical awareness takes skills to the next level. Or you can Transcend a skill and show the world there's more than one way to skin a cat.

The Unchecked King: Squares? Turns? Movement?? Pieces!? Waiter! "Check" please!

The Hunter: Keep your eye on the prize. Oh, and watch your step.

The Peasant Girl: Homegrown goodness to shore up those weaknesses.

The Fatal Spiral: You must be a glutton for punishment. This WILL all end in tears.

The Lost Sign: 404. Page not found.


After a year of testing and concept redesign, I've decided to repost this class with my findings. This class specializes in healing.

Role: Healer
Hit Die: d6
Base Attack Bonus: As Cleric
Saves: High Fort and Will

Class Skills:
The empath's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Perception, Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Survival (Wis).

Skill Ranks per Level:
4 + Int modifier.

Class Features
The following are class features of the Empath.

Weapon and Armor Proficiency:
Empaths are proficient with all simple weapons, (but see Empathic Link). They are proficient with light armor, but not with shields.

An empath is free to use any form of armor or weaponry without interfering with their abilities, save that an empath cannot use a gauntlet, or cover their hand in anyway, and still forge an empathic link with his touch.

Empathic Link:
An empath is so in tune with the life forces of living creatures around him, that he is able to heal wounds using this link. In return, an empath must be mindful of causing harm to creatures or else risk hurting this delicate balance. Any empath who either deals hit point damage, ability damage, ability drain, causes negative levels to, or kills another creature, suffers empathic shock and loses access to Channel Energy, Empathic Touch, Life Link, Waves of Empathy, and Empathic Transfer class features for 1 minute per two class levels (minimum 1 minute) that he possesses. Nonlethal damage may be used freely without incurring this penalty.

Channel Energy (Su):
An empath can channel positive energy like a cleric, using her empath level as her effective cleric level when determining the amount of damage healed. She can use this ability a number of times per day equal to 1 + her Charisma modifier. Unlike a cleric, an empath may not use this ability to harm the undead.

Healing Hands (Ex):
Empaths began their training by studying medical charts and other facets of mundane healing. As a result they gain a bonus on Heal checks equal to half class level. In addition, an empath may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or provide long-term care, he may treat double the normal number of people at the same time. He may also provide long term care for himself.

Expert Healer (Ex):
All empaths coming out of their training have a solid understanding of how to heal wounds. While they are blessed with supernatural abilities that allow them to save lives on the battlefield, these are tiresome and cannot be done endlessly. In order to supplement these incredible abilities, empaths also study in mundane healing practices and, when coupled with their empathic link to the living, possess abilities far beyond even the most schooled mundane doctor.

An empath may treat recent injuries received by living corporeal creatures by expending one use of a healer’s kit and taking 1 minute (10 rounds) to treat the creature, healing 1d4 damage (DC 20). She may heal an additional 1d4 for each 5 points by which she exceeds the DC on her skill check. An empath cannot heal more damage than the target has taken in the previous 10 minutes. A given target may only receive healing once per 10 minutes.

Bonus Feat:
At levels one, three, and every three levels thereafter, an empath gains a bonus feat. This feat must be an empathic feat. You must meet the qualifications for the selected feet.

Empathic Touch (Su):
Beginning at 2nd level, an empath can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 3 + her empath level plus her Constitution modifier. With one use of this ability, an empath can heal 1d6 hit points of damage for every two empath levels she possesses. Using this ability is a standard action, unless the empath targets herself, in which case it is a swift action. An empath needs one free hand to use this ability.

Alternatively, an empath can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the empath possesses. Using Empathic Touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Beginning at 4th level, whenever an empath uses this ability on himself he may choose to remove a condition drawn from the same list as Empathic Transfer. He may only choose to remove one such condition at a time with a use of this ability.

Life Link (Su):
When creatures within 20 ft. of you suffer hit point or attribute damage, you can choose to transfer some or all of that damage to yourself as an immediate action. If there is an additional effect associated with that damage, you suffer that effect in lieu of the target if all of the damage is transferred; otherwise, the creature suffers the effect normally. An empath instinctively knows how much damage, in hit points, all creatures within 20 feet take upon being damaged.

Quick Healer (Ex):
An empath’s ability to treat mundane wounds and ailments improves. She may now provide first aid, treat wounds, or treat poison as a move action.

Life Sense (Ex):
As a swift action, an empath can gauge the relative health of any living creature he can currently see, determining, in hit points, how much damage a creature has taken and its total hit points value.

Unbreakable Empathy (Ex):
At 3rd level, an empath applies his Constitution modifier one and a half times when calculating bonus hit points. These bonus hit points are added retroactively for each level the empath gained prior to receiving Unbreakable Empathy, but only to hit die gained via the empath class. Should the empath multiclass out of empath later, he begins adding his normal Constitution modifier as normal until such a time as he returns. This does not add extra uses to Empathic Touch, improve fortitude saves, or add to anything else other than extra hit points gained at each level.

In addition, the empath receives a +4 bonus on the following checks and saves:
Swim checks made to resist nonlethal damage from exhaustion;
Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath
Constitution checks made to avoid nonlethal damage from starvation or thirst;
Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

The empath may also now sleep in light or medium armor without becoming fatigued.

This ability counts as having the Endurance feat for anything that requires it as a prerequisite. The empath need not have Endurance to qualify for any such ability, class, etc.
An empath may still choose to take the Endurance feat. These effects stack.

Waves of Empathy (Su):
Empaths understand that war is often unavoidable. It is through this grim realization that the empath learns how to wage war on her own terms.

At 4th level, an empath learns to use the power of her empathic link to bolster her defenses and aid her allies. The empath gains one additional use of her Channel Energy ability per day. She gains one additional use of Channel Energy per day for every four levels she attains beyond 4th.

She can spend a use of Channel Energy ability to call upon the power of her empathic link as a standard action. This causes waves of golden ribbons to emanate from the empath in a 30-foot radius. All allies in this area (including the empath) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against necromancy as long as they remain in the area of light. This power lasts for 1 minute.

At 8th level, the waves of empathy heal the empath and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per usage.

At 12th level, the waves of empathy now grant an additional +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against necromancy. In addition, the waves grant allies in the area resistance 10 to one type of energy, selected by the empath when this power is activated.

At 16th level, the waves of empathy grant the empath and her allies protection from critical hits. There is a 25% chance that critical hits made against the empath and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).

At 20th level, the waves of empathy increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against necromancy increases to +4. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.

Empathic Transfer (Ex):
At 4th level, an empath adds an effect to his Empathic Touch ability. Whenever the empath uses Empathic Touch to heal damage to one target the empath may choose to transfer a condition the target is currently suffering from onto himself. A condition so transferred effectively ends for the target and begins for the empath using what remained of its duration. An empath may choose a condition to transfer from the following list.
• Fatigued
• Shaken
• Sickened

Braced (Ex):
Beginning at 5th level, an empath now begins to know what to expect when she uses her Empathic Transfer ability, and can now steel herself for the impending explosion of pain. Whenever an empath transfers a condition onto herself, the condition does not begin to affect her until the end of her next round.

Improved Empathic Transfer (Ex):
At 7th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer:
• Dazed
• Diseased
• Staggered (unless target is at exactly 0 hit points)

Resuscitate (Ex):
Starting at level 9 an empath is able to bring the departed back to life by succeeding on a DC 30 heal check. Regardless of whether the check is successful or not, a number of uses from her healer's kit are expended.

At 9th level, by expending six uses from her healer's kit, she can bring one dead creature back to life that has been dead for no longer than 20 rounds.

At 14th level, by expending ten uses from her healer's kit, she can bring one dead creature back to life that has been dead for no longer than 20 minutes.

At 19th level, by expending twenty uses from her healer's kit, she can bring one dead creature back to life that has been dead for no longer than 20 hours.

The revived creature is treated as if it wasn't fully dead, just teetering on the brink of it for the purpose of not suffering from negative level loss or Constitution drain when returned to life. Revived creatures are restored to one hit point, are unconscious, and are placed under long term care of the empath and not released from her care until they have recovered at least three-quarters their maximum hit points. Should the patient be removed from the empath's care at any point during this period before recovery, the patient reverts to his previous dead status. Spellcasters revived in the manner lose all their prepared spells. A revived creature gains the Beyond Healing condition until it recovers. Such a creature cannot receive the benefit of an empath's Expert Healer class feature or any supernatural or magical healing.

Greater Empathic Transfer (Ex):
At 10th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer.
• Cursed (any effect that remove curse can target)
• Exhausted
• Frightened
• Nauseated
• Poisoned (any effect that neutralize poison can target)
In addition, an empath may now transfer two such conditions at the same time.

Mend the Body (Ex):
Starting at level 10, an empath may operate on a creature for 10 rounds (1 minute) to make a Heal check. This check is DC 5 + twice the total amount of combined ability damage suffered to Strength, Dexterity and Constitution. With success, he may immediately heal 1 point of ability damage that the target has suffered to their Strength, Dexterity or Constitution. If the target's ability damage is drain, the DC is increased by +10. Using this ability consumes 10 uses from his healer's kit. For every 5 points above the DC the empath meets, he may restore 1 additional point of damage or drain.

Note: Performing surgery successfully requires the patient to be helpless, unconscious or otherwise sedated. Any effect that makes a creature immune to pain is sufficient. If the patient is not properly prepared, the DC to operate doubles.

Restore the Mind (Ex):
Starting at 11th level, an empath may operate on a creature for 10 rounds (1 minute) to make a Heal check. This check is DC 5 + twice the total amount of combined ability damage suffered to Intelligence, Wisdom and Charisma. With success, she may immediately heal 1 point of ability damage that the target has suffered to their Intelligence, Wisdom or Charisma. If the target's ability damage is drain, the DC is increased by +10. Using this abilty consumes 10 uses from her healer's kit. For every 5 points above the DC the empath meets, he may restore 1 additional point of damage or drain.

Note: Performing surgery successfully requires the patient to be helpless, unconscious or otherwise sedated. Any effect that makes a creature immune to pain is sufficient. If the patient is not properly prepared, the DC to operate doubles.

Superior Empathic Transfer (Ex):
At 13th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer.
• Blinded (this will cause the sensory organs to regrow if necessary)
• Deafened (this will cause the sensory organs to regrow if necessary)
• Paralyzed
• Stunned
In addition, for each condition transferred in this way, the empath heals the target an additional amount of hit points equal to his Charisma modifier per condition successfully treated. This is in excess of the normal amount for Empathic Transfer.

Grand Empathic Transfer (Ex):
At 16th level, an empath may now transfer 3 conditions at the same time.

Perfect Empathic Transfer (Ex):
At 19th level, an empath now transfers all applicable conditions with a single Empathic Touch.

Eternal Salvation:
Upon reaching 20th level, the empath becomes a perfect channel for life energy; so long as there is suffering in the world, he will be there to relieve it. He no longer ages. He becomes immune to bleed, death effects, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce him below 1 in any ability score. He automatically makes constitution checks to stabilize. When he is below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.

An empath having achieved this level may still use his Empathic Transfer to transfer conditions he is immune to into himself. Any condition transferred in this way in which the empath is immune to is immediately negated.

And what class would be complete without a suite of feats to accompany it? Which brings us to...

EMPATH FEATS

Extra Empathic Touch (Empathic):

You can use your Empathic Touch ability more often.

Prerequisite: Empathic Touch class feature.

Benefit: You can use your empathic touch ability two additional times per day.

Special: You can gain Extra Empathic Touch multiple times. Its effects stack.

Battle Empath (Empathic):

You are more resistant to the effects of empathic shock

Prerequisite: Empathic Link class feature.

Benefit: Whenever you suffer from empathic shock, you reduce the time by 1 minute per point of constitution modifier you possess (minimum 1 minute).

Normal: When you break your empathic link you lose class features for 1 minute per empath level you possess.

Improved Battle Empath (Empathic):

Breaking your empathic link is almost a way of life now…

Benefit: Whenever you suffer empathic shock treat your class level in empath as though it were only half of what it actually is.

Apathy (Empathic):

Antipathy has overtaken you. You relish the concept of battle for more than just a chance to practice your healing skills.

Prerequisite: Improved Battle Empath

Benefit: You may now reduce the time spent without class features to 0 minutes whenever you suffer empathic shock, should you possess enough constitution to do so. These Antipathic feelings last for 1 minute from the last time you caused harm (see Empathic Link).

While taken over by feelings of Antipathy, your Channel Energy,
Empathic Touch, Life Link, Waves of Empathy, and Empathic Transfer class features function as follows:

Channel Energy: Now harms the living as a cleric channeling negative energy.

Empathic Touch: Now deals hit point damage to target touched.

Life Link: Whenever you are struck by a successful attack or spell that deals hit point damage, you may return an amount back to your attacker equal to your level + your constitution modifier. This amount cannot exceed half the total damage dealt.

Waves of Empathy: Now radiates a black aura of antipathy out to a radius of 30 feet. Within this aura, penalties are
applied to enemies in opposition to the bonuses normally gained by allies. Instead of recovering ability damage, deal damage as per the spell inflict moderate wounds. Instead of granting +10 resistance to an element, all enemies take an additional -2 penalty to saves versus spells and supernatural abilities. Instead of 25% chance to negate critical attacks, enemies take a -5 penalty to AC against critical confirmation rolls.

At level 20, inflict moderate wounds becomes inflict critical wounds, penalty to saves becomes -4, and penalty to AC against critical confirmation becomes -10.

Empathic Transfer: The empath may also transfer one condition affecting him to the target. A successful Fortitude save prevents the transfer (DC: 10 + half empath level + constitution modifier.

Tireless Healer (Empathic):

More through fervor than skill, you manage to beat the odds time and time again.

Benefit: You may add your Constitution modifier to your Heal and Craft [alchemy] checks in place of your Wisdom and Intelligence, respectively. Once per day you may choose to add a +5 bonus on any of these check after making the roll but before knowing the result.

In addition, you are able to rest while giving someone long term care. You are treated as having slept and are not
subjected to fatigue for having missed a night’s sleep.

Saving Grace (Empathic):

So great is your skill, even your miscalculations have merit.

Prerequisite: Tireless Healer

Benefit: When using Channel Energy or Empathic Touch you may add your constitution modifier as a bonus to hitpoints healed if any die rolled turns up a natural 1. You may only add this bonus once per usage of either ability, regardless of how many natural 1’s turn up.

Peacemaker (Empathic):

If you cannot encourage peace, you will enforce it.

Prerequisite: Empathic Link class feature

Benefit: You no longer take the usual penalties associated with dealing nonlethal damage.

Additionally, against foes not classified as living, you may add your charisma modifier to attack rolls, damage rolls, saves and AC.

Improved Unbreakable Empathy (Empathic):

Your empathy keeps you on your feet long after others would have fallen.

Prerequisite: Unbreakable Empathy class feature

Benefit: When you take this feat, you gain 2 hit points for each empathic feat you have (including this one).
Whenever you take a new empathic feat, you gain 2 more hit points.

Wound Bearer (Empathic):

The pain you feel watching allies come to harm is far worse than throwing yourself in the way to begin with.

Prerequisite: Improved Unbreakable Empathy

Benefit: When using your Life Link ability to save an ally from harm (either some or all), it is now a free action.

Normal: Activating Life Link is an immediate action.

Martyrdom (Empathic):

Your empathy has reached its peak. Everything you do is for the good of another.

Prerequisite: Wound Bearer

Benefit: When restoring hitpoints via Empathic Touch, you may choose to double the amount of dice rolled. If you choose to use this option, you take an equal amount of damage to the amount healed. If this is enough to kill you, you cause empathic feedback and the creature touched must succeed on a fortitude save (DC 10 + half your empath level + damage restored) or be overwhelmed by empathy. A creature so overwhelmed becomes nauseated for 1 minute every time it causes lethal damage to a living creature. These feelings of empathy last for one day per empathic level you possess.

Empathic Gift (Empathic, Reserve):

You are now able to use your empathic link in new ways!
Prerequisite: Empathic Link class feature

Benefit: Select one of the three following abilities
:
Innocence: An empath is able to focus his empathy and demonstrate that he is not a threat. This ability functions much like Sanctuary with the following changes:
• This ability does not affect or impede mindless (non-undead) creatures
• This ability angers mindless undead, causing them to ignore other creatures and focus on the empath
• This ability angers intelligent undead as well, though they are under no compulsion to attack. Instead their attitude is one step lower then it would be normally while Innocence lasts.
• This is a supernatural ability.

The DC to resist Innocence is equal to 10 + half empath class level + charisma modifier. This ability can be used at will, but only so long as the empath has at least 3 uses of Empathic Touch in reserve.

Manipulate: An empath can focus on a single creature and connect with it on an empathic level. While this effect is active, the creature is charmed. While an empath has a creature manipulated, the empath cannot take any hostile or aggressive (threatening, intimidation, etc) actions without breaking the link. If an empath knowingly causes harm (direct or indirect) to the manipulated creature, the empath suffers empathic shock and the link breaks. If the empath knowingly deceives or otherwise offends the manipulated creature, the link breaks and the creature is forever immune to further manipulation attempts from that empath. This ability cannot be used on a creature if its allies are present and able to interfere. This ability causes targeted mindless undead to go berserk as per the Rage spell and focus on the empath.

A creature suspicious and aware of the empath is entitled to a will save to resist this effect. The DC to resist manipulation is equal to 10 + half empath class level + charisma modifier. This ability can be used at will, but only so long as the empath has at least 8 uses of Empathic Touch in reserve. If a creature is not aware of, or has reason to be suspicious of the empath, no saving throw is granted.

Shifting: An empath with this ability can focus on a single creature and change its appearance. To use this ability the creature must be willing or otherwise helpless. This ability takes one hour to complete. Any interruption breaks the link, disfigures the creature, and causes empathic shock. The extent of the alterations is up to the empath, but the limits of this ability are the same as disguise self. Unlike the spell, however, this ability is permanent and a polymorph effect. This ability cannot affect gear (unlike disguise self).

This ability can be used at will, but only so long as the empath has at least 15 uses of Empathic Touch in reserve.

This feat can be taken multiple times. Each time it is taken, select a different Gift.

Gift of Life (Empathic):

Bruised and scarred you may be in flesh, but within you are filled with the power of life.

Prerequisite: Empathic Touch class feature

Benefit: By activating this ability, you expend all remaining uses of Empathic Touch. You may heal all allies within 30 feet a number of hitpoints equal to 10 per usage of Empathic Touch expended + your constitution modifier. Every two levels after first increase this base amount by 2.

You take your empath level in damage for each ally healed in this way. This damage cannot be reduced or prevented in any way.

Field Nurse (Empathic):

Your endless practice has paid off. You are now able to prescribe medicine much more quickly.

Benefit: You are now able to draw any restorative tonic, balm, medicine or potion as a swift action from your pack. Additionally you are able to use this medicine on yourself or another as a standard action.

Normal: Using a potion or medicine on another creature is a full round action.


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So, I noticed that, in this game, there are no good healer options. Apparently, playing the role of a healer is considered a waste of time and resources and I couldn't help but wonder if it was because of a lack of a class that really excelled at it. So, I made one. I present to you: the Empath.

Role:
There are those that possess healing abilities, then there are those who embody it. An empath is one such person. It represents a single flower on an empty grave; the last line of defence of the fragile force that tethers us to the mortal coil.

Hit Die: d6
Base Attack Bonus: As Cleric
Saves: High Fort and Will

Class Skills:
The empath's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Perception, Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the Empath.

Weapon and Armor Proficiency: Empaths are proficient with all simple weapons, (but see Empathic Link). They are proficient with light armor, but not with shields.

An empath is free to use any form of armor or weaponry without interfering with their abilities, save that an empath cannot use a gauntlet, or cover their hand in anyway, and still forge an empathic link with his touch.

Empathic Link:
An empath is so in tune with the life forces of living creatures around him, that he is able to heal wounds using this link. In return, an empath must be mindful of causing harm to living creatures or else risk hurting this delicate balance. Any empath who either deals hit point damage, ability damage, ability drain, causes negative levels to, or kills another creature, loses access to Channel Energy, Empathic Touch, Life Link, Waves of Empathy, and Empathic Transfer class features for 1 minute per class level he possesses. Nonlethal damage may be used freely without incurring this penalty. In addition, an empath may attack creatures who do not possess a life force freely, as well, such as the undead and constructs.

Channel Energy (Su):
An empath can channel positive energy like a cleric, using her empath level as her effective cleric level when determining the amount of damage healed. She can use this ability a number of times per day equal to 1 + her Charisma modifier. Unlike a cleric, an empath may not use this ability to harm the undead.

Author's Note: Life Oracle's Channel Energy revelation.

Healing Hands (Ex):
Empaths began their training by studying medical charts and other facets of mundane healing. As a result they gain a +4 bonus on Heal checks.

In addition, an empath may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, he may treat double the normal number of people he may treat at the same time. He may also provide long term care for himself.

Author's Note: Life Oracle's Healing Hands revelation.

Expert Healer (Ex):
All empaths, coming out of their training have a solid understanding of how to heal wounds. While they are blessed with supernatural abilities that allow them to save lives on the battlefield, these are tiresome and cannot be done endlessly. In order to supplement these incredible abilities, empaths also study in mundane healing practices and, when coupled with their empathic link to the living, possess abilities far beyond even the most schooled mundane doctor.

An empath may treat recent injuries received by living corporeal creatures by expending one use of a healer’s kit and taking 1 minute (10 rounds) to treat the creature, healing 1d4 hit points (DC 20). She may heal an additional 1d4 for each 5 points by which she exceeds the DC on her skill check. An empath cannot heal more damage than the target has taken in the previous 10 minutes. A given target may only receive healing once per 10 minutes.

Author's Note: If this ability seems like too much bookkeeping for your style of play, replace with "An empath may Treat Deadly Wounds with no limit on his usage per day". Each Treatment takes an hour so it's much less effective, but far more streamlined.

Empathic Touch (Su):
Beginning at 2nd level, an empath can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to her empath level plus her Constitution modifier. With one use of this ability, an empath can heal 1d6 hit points of damage for every two empath levels she possesses. Using this ability is a standard action, unless the empath targets herself, in which case it is a swift action. An empath needs one free hand to use this ability.

Alternatively, an empath can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the empath possesses. Using Empathic Touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Beginning at 5th level, whenever an empath uses this ability on himself he may choose to remove a condition drawn from the same list as Empathic Transfer. He may only choose to remove one such condition at a time with a use of this ability.

Author's Note: Paladin's Lay on Hands class feature.

Life Link (Su):
Beginning at 2nd level, as a standard action, an empath may create a bond between himself and another creature. Each round at the start of the empath’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and he takes 5 hit points of damage. An empath may have one bond active per empath level. This bond continues until the bonded creature dies, the empath dies, the distance between he and the other creature exceeds medium range, or the empath ends it as an immediate action. If multiple bonds are active, the empath may end as many as he wishes as part of the same immediate action.

Author's Note: Life Oracle's Life Link revelation.

Quick Healer (Ex):
At 2nd level, an empath’s ability to treat mundane wounds and ailments improves. She may now provide first aid, treat wounds, or treat poison as a move action.

Unbreakable Empathy (Ex):
At 3rd level, an empath applies his Constitution modifier twice when calculating bonus hit points. These bonus hit points are added retroactively for each level the empath gained prior to receiving Unbreakable Empathy, but only to hit die gained via the empath class. Should the empath multiclass out of empath later, he begins adding his normal Constitution modifier as normal until such a time as he returns. This does not add extra uses to Empathic Touch, improve fortitude saves, or add to anything else other than extra hit points gained at each level.

In addition, the empath receives a +4 bonus on the following checks and saves:
Swim checks made to resist nonlethal damage from exhaustion;
Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath
Constitution checks made to avoid nonlethal damage from starvation or thirst;
Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
The empath may also now sleep in light or medium armor without becoming fatigued.

This ability counts as having the Endurance feat for anything that requires it as a prerequisite. The empath need not have Endurance to qualify for any such ability, class, etc.

An empath may still choose to take the Endurance feat. These effects stack.

Author's Note:There may be problems with the first part of this ability. If you have such concerns replace with "Gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

This ability counts as having the Toughness and the Endurance feat for anything that requires it as a prerequisite. The empath need not have these feats to qualify for any such ability, class, etc.

An empath may still choose to take the Endurance and/or Toughness feats. These effects stack with those feats.

If you choose to go this route, improve the Empath's hit die to a d8, from a d6

Waves of Empathy (Su):
Empaths understand that war is often unavoidable. It is through this grim realization that the empath learns how to wage war on her own terms.

At 4th level, an empath learns to use the power of her empathic link to bolster her defenses and aid her allies. The empath gains one additional use of her Channel Energy ability per day. She gains one additional use of Channel Energy per day for every four levels she attains beyond 4th.

She can spend a use of Channel Energy ability to call upon the power of her empathic link as a standard action. This causes waves of golden ribbons to emanate from the empath in a 30-foot radius. All allies in this area (including the empath) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

At 8th level, the waves of empathy heal the empath and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per usage.

At 12th level, the waves of empathy now grant an additional +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear. In addition, the waves grant allies in the area resistance 10 to one type of energy, selected by the empath when this power is activated.

At 16th level, the waves of empathy grant the empath and her allies protection from critical hits. There is a 25% chance that critical hits made against the empath and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).

At 20th level, the waves of empathy increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.

Author's Note: Warrior of Holy Light's Nimbus of Light class feature.

Empathic Transfer (Ex):
At 5th level, an empath adds an effect to his Empathic Touch ability. Whenever the empath uses Empathic Touch to heal damage to one target the empath may choose to transfer a condition the target is currently suffering from onto himself. A condition so transferred effectively ends for the target and begins for the empath using what remained of its duration. An empath may choose a condition to transfer from the following list.
• Fatigued
• Shaken
• Sickened

Author's Note: Paladin's Mercy class feature.

Braced (Ex):
At 5th level an empath now begins to know what to expect when she uses her Empathic Transfer ability, and can now steel herself for the impending explosion of pain. Whenever an empath transfers a condition onto herself, the condition does not begin to affect her until the beginning of her next round.

Improved Empathic Transfer (Ex):
At 7th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer:
• Dazed
• Diseased
• Staggered (unless target is at exactly 0 hit points)

Author's Note: Paladin's Mercy class feature.

Greater Empathic Transfer (Ex):
At 10th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer.
• Cursed (any effect that remove curse can target)
• Exhausted
• Frightened
• Nauseated
• Poisoned (any effect that neutralize poison can target)

In addition, an empath may now transfer two such conditions at the same time.

Author's Note: Paladin's Mercy class feature.

Superior Empathic Transfer (Ex):
At 13th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer
• Blinded (will cause the sensory organs to regrow if necessary)
• Deafened (will cause the sensory organs to regrow if necessary)
• Paralyzed
• Stunned

In addition, for each condition transferred in this way, the empath heals the target an additional amount of hit points equal to his Charisma modifier per condition successfully treated. This is in excess of the normal amount for Empathic Transfer.

Author's Note: Paladin's Mercy class feature, and Reward of Life feat.

Grand Empathic Transfer (Ex):
At 16th level, an empath may now transfer 3 conditions at the same time.

Perfect Empathic Transfer (Ex):
At 19th level, an empath now transfers all applicable conditions with a single Empathic Touch.

Eternal Salvation:
Upon reaching 20th level, the empath becomes a perfect channel for life energy; so long as there is suffering in the world, he will be there to relieve it. He no longer ages. He becomes immune to bleed, death effects, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce him below 1 in any ability score. He automatically makes constitution checks to stabilize. When he is below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.

An empath having achieved this level may still use his Empathic Transfer to transfer conditions he is immune to into himself. Any condition transferred in this way in which the empath is immune to is immediately negated.

Author's Note: Life Oracle's Final Revelation.

And that about sums it up. At the bottom of most features I've included an Author's Note: to direct you to the ability that served as the foundation for the empath's class features. It is important to read the empath's versions carefully as I have tweaked things in order to make it fit. Enjoy the Empath.


I used this little mini-system in one of my games. I had gotten mixed feedback from the players so I'll post it here too.

Precocious Casting
This ability works for Wizards and Sorcerers. When an arcane caster finds himself in a dire situation and greater magic is needed, he may choose to cast precociously. All that is required is a spellbook or a scroll with the spell you are attempting to cast. By holding it in hand and channeling your own magic, you attempt to conjure the effect. You must choose a prepared spell or unused slot to drop to fuel this spell. Then you roll a d% to determine success using the following algorithm:

Base = 80 - 10% per spell level you lack.

Example: Rachael Ray desperately needs a scorching ray, but is only a 2nd level Sorceress. She only has one scroll on hand and doesn't want to waste it, so she chooses to throw caution to the winds and cast precociously. She drops an unused first level slot and begins fueling her spell.

The difference between Level 1 Slot and Scorching Ray is 1 level, so her algorithm is 80 - 10% = 70%. If she rolls within that percentage, her spell is successful. She loses the Level 1 slot and Scorching Ray is cast, using her caster level, and she retains the scroll as the magic used came from her.

Example 2: Syntaria Vainglory is a 1st Level Wizard in need of a Polar Ray. She drops Shield and tries to cast precociously using the algorithm 80 - 70% = 10%. If she succeeds this percentage her Polar Ray will cast using her caster level (1d6 ice damage). If she fails then...

Failing this check: If an arcane caster fails this check then they lose control of the energy they are wielding. This results in them losing their dropped spell, and ends in an Arcane Burst. The burst affects everything within 30 feet of the caster and deals 2d6 damage per spell level of the spell you were precociously casting. Everyone except the caster gets a reflex save for half using the spells DC as if it were successful.

Desperate Prayer
This ability works similarly with slight differences. A Cleric who needs a spell greater than he is able to wield, may attempt a desperate prayer. As divine casters are given all their spells from the gods, they do not need a spellbook or scroll to attempt this. A Cleric simply chooses the spell they wish to have and follows the above algorithm.

Difference: This is where it flips. If the Cleric fails his check, nothing happens. The gods simply say "no", and his dropped spell is wasted. If the Cleric succeeds, the gods grant him his prayer and it goes off according to his level. However, the Cleric begins channeling divine energies his body is not ready for and it takes it's toll. The Cleric takes 1d6 damage for each level of the spell he was desperately praying for as it tears through him and enters the material world.

Regardless of the version of this ability, you cannot have a higher than 80% success rate when doing this, regardless of if you're dropping an equal or higher level spell than the one you seek.

So what do you all think?


So, as a law student, I have many exams that require a thorough knowledge of legal jargon and how they apply. For some of my exams, I found it easier to memorize these things by creating classes that utilize them. As a result, I have created a Judge class that I submit to you for feedback.

Judge

Role: Judges are the cities' answer to the horrors they have faced from invasions by man and creature alike. They are the keepers of the law and sentence any who violate it. Quite unlike their mundane counterparts, whom are content to sit in a courtroom and hear trials placed before them, these individuals clad themselves in armor with the sole intention of bringing their verdict to even the most remote and savage lands. Justice has removed her blindfold and set aside her scales...

And not even a jury of 12 angry men can prevent the swiftness of the third of her implements. This one she still has a use for.

Alignment: Any Lawful

Hit Die: d8.

Base Attack Bonus: As Cleric

Saves: High Fort and Will

Class Skills
The Judge's class skills are Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Knowledge (local)
(Int), Knowledge (History) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride
(Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are class features of the Judge.

Weapon and Armor Proficiency: Judges are proficient with all simple weapons, plus Longsword and War Hammer.

Judges are proficient with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Code: All Judges have a Code of ethics. This Code can be radical or very mundane, and is typically bestowed onto the Judge from the land he was trained in. If a Judge finds himself in a land that goes against his Code in some way, he cannot willingly enter it. Violation of his Code results in the Judge being stripped of all his spells and Supernatural powers until he Atones.

Should an unexpected situation arise, the Judge may choose how to deal with it on the fly, thereby cementing it into his Code. From then on, he must abide by his previous decisions and is bound by them.

Prosecution (Su): As a standard action, a Judge may prosecute a creature within sight. The target must succeed on a Will save or immediately be panicked. On the following round, the target must make a second Will save. Success removes the condition, while failure reduces it to frightened. On the following round again, the target must make a final Will save. Success removes the frightened condition while failure this time reduces it to shaken. On the round following, the condition is removed.

At 5th level, creatures with less Hit Die than the Judge do not receive the initial save.

At 10th level, creatures of equal or less Hit Die are disqualified from this save.

At 15th level, no creature is entitled to the initial save but creatures who are immune to fear are still unaffected.

At 20th level, immunity and resistance to fear no longer apply to the Judges Prosecution.

This ability can only be used on humanoids, monsterous humanoids, abberations, and outsiders. The Judge may use this ability a number of times per day equal to 3 + his Wisdom modifier. The Will save to resist this ability is equal to 10 + half the Judge's level + his Wisdom modifier.

This ability is a mind-affecting, fear effect.

The Judge must be able to point his finger or weapon at his target and be able to speak to pronounce the enemy's guilt to use this ability. Despite having both a visual and an auditory component, the target need only be able to see OR hear the Judge to be affected. This ability does not work on creatures with less than 3 Intelligence.

Punitive Damages (Su): As part of casting a spell, the Judge may elect to drop a prepared spell for either a Cure spell, an Inflict spell, or the Shield spell. The level of the spell dropped determines the version of the cure or inflict spell gained. For each spell level higher than the first, he may include an additional target for the Shield spell. Regardless of the Judge's level, the duration of the Shield cannot exceed combat's end. These spells, while cast in this manner, have a range of 30 feet. The Judge cannot use any version of this ability on himself. The Judge may use this ability once per day at 1st level, twice at 3rd, plus one additional time for every 3 levels beyond that.

De Facto: Starting at second level, the Judge gains affirmation of his cause. He becomes the final arbiter in what is and is not in violation of the law. While this does not grant him any ability to control those around him, so may enter into any land, regardless of it's laws being against his Code. Furthermore, any action taken by the Judge, as long as it's within his Code, does not place him at risk from losing his lawful alignment.

Stare Decisis (Su): At 2nd level, a Judge may call upon the Doctrine of Stare Decisis. His years of studying case law have granted him the ability to look into the past for the answers he seeks. Whenever a Judge successfully makes a Spellcraft check to determine a spell being cast, he can memorize the patterns for a short time. Upon the Judges next round, the Judge may drop a prepared spell slot of equal level to cast the memorized spell, using the Judge's caster level and ability modifier to determine effects. If the Judge does not use this ability in the following round from the original spell being cast, he forgets the patterns and cannot cast it unless he sees it again. To use this ability, the Judge must include the original caster in his targets, and can only do so if the Judge himself was included in the targets of the original spell.

Habeas Corpus (Su): With great power, comes great responsibility. No one is above the law, and the Judge loathes those who fall into corruption and hold the common man in unlawful confinement. Starting at 4th level, a Judge may call upon the Doctrine of Habeas Corpus. Upon seeing any target being entangled, slowed, or held, a Judge may, as a standard action, drop a prepared spell for a remedy. This remedy only removes the condition the spell caused, but not the spell itself. For example, a target who has had Slow cast on them cannot receive the benefits of a Haste spell until the Slow has worn off, despite not being affected by it. For the remedy to be effective, a Judge must drop a spell of equal level to the spell that caused the condition. The remedy only lasts until the original spell ends, but the target cannot be affected by an additional casting of the same spell within this time frame. This ability has a range of 30 feet. This ability has no effect on Supernatural or Extraordinary abilities that cause the above effects; it can only negate spells.

At 12th level, the Judge may call upon this Doctrine as a move action.

Paramountcy (Ex): At fifth level and greater, whenever a Judge attempts to counter a spell using the Counterspell rules, a Judge need only use a spell of equal or higher level. The Judge does not need to ensure his spell is the same spell or school of the spell he is trying to counter. However, this ability may not work; he must make a dispel check to counter the other spellcaster's spell (1d20 + caster level). For every level of spell he dropped that is higher than his opponent's spell, he gains a +1 bonus to his caster level. His caster level bonus cannot exceed +10. The Judge must be in range of the spell he is trying to dispel.

Ultra Vires (Ex): Starting at 14th level, a Judge may now call upon the Doctrines of Stare Decisis and Paramountcy simultaneously. When the Judge successfully counters an enemies spell, he memorizes the pattern and can, on any subsequent round, cast the spell by dropping a prepared spell of his own. Any spell memorized under the Doctrine of Ultra Vires does not need to include the original caster of the spell, nor does it fade 1 round after memorization. The Judge may store this spell until the next time he prepares his spell list or until he casts it, whichever comes first. In addition, the Judge's caster level bonus increases to +20. Except for as noted above, this ability functions like Paramountcy.

Spells: A Judge casts divine spells much like a cleric does. He must prepare his spells ahead of time after an hours research of studying case law. Unlike a cleric, a Judge does not need a holy symbol or any sort of focus. He cannot cast spells opposed to his alignment. The Judge draws his spells from his own spell list.

Level 0 - The Judge does not receive orisons.

Level 1 - Bane, Bless, Legitimate Weapon, Burst Bonds, Command, Detect Alignment, Axiomatic Favor.

Level 2 - Bear's Endurance, Bull's Strength, Hold Person, Subjugate, Zone of Truth, Castigate, Confess

Level 3 - Invisibility Purge, Discern Lies, Cast Out, Axiomatic Vigor, Seek Thoughts

Level 4 - Axiomatic Power, Freedom of Movement, Order's Wrath, Forced Repentance

Level 5 - Pardon, Mark of Justice, Axiomatic Might, True Seeing, Axiomatic Sword

Level 6 - Banishment, Bear's Endurance Mass, Bull's Strength Mass, Forbiddance, Geas/Quest,

Level 7 - Dictum, Repulsion, Circle of Clarity, Lunar Veil

Level 8 - Dimensional Lock, Discern Location, Shield of Law, Binding

Level 9 - Freedom, Imprisonment

Note: The Judges spell list is comprised of Cleric, Paladin, Inquisitor, and Wizard/Sorcerer spells. They weren't intended to get very many, or very good ones, given what all else they have. I've also included this list below to spells that were renamed.

Legitimate Weapon = Bless Weapon
Axiomatic Favor = Divine Favor
Subjugate = Enthrall
Axiomatic Vigor = Righteous Vigor
Axiomatic Power = Divine Power
Axiomatic Might = Righteous Might

And that's everything. I present...The Judge.