New class: The Empath


Homebrew and House Rules


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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 like this class. I, personally, would play this class.
But, I like playing a healer, and despite what a lot of people say on these boards, I do feel there's always room for a healer in the party.

I have a Martial Healer class I came up with that's much more versatile than this one, as far as actual healing goes. Such as ranged healing, and added Charisma to heals in addition to Wisdom.

Also, my martial healer can expend uses of Channel Energy to maximize a Cure spell.

So yeah, I like this class. However, though I think you've done a good job, I feel for most people(not necessarily myself) this class has overspecialized to such a degree that they would only think this class less versatile than a cleric, or other type of healer.

I think this class would be a GREAT DMNPC, or hireling played as a secondary character for one of the players, but I doubt most would choose to play such a pacifistic class.


VonZrucker wrote:

I like this class. I, personally, would play this class.

But, I like playing a healer, and despite what a lot of people say on these boards, I do feel there's always room for a healer in the party.

I have a Martial Healer class I came up with that's much more versatile than this one, as far as actual healing goes. Such as ranged healing, and added Charisma to heals in addition to Wisdom.

Also, my martial healer can expend uses of Channel Energy to maximize a Cure spell.

So yeah, I like this class. However, though I think you've done a good job, I feel for most people(not necessarily myself) this class has overspecialized to such a degree that they would only think this class less versatile than a cleric, or other type of healer.

I think this class would be a GREAT DMNPC, or hireling played as a secondary character for one of the players, but I doubt most would choose to play such a pacifistic class.

I realize this class is very pacifistic. I have also created (and am in the process of expanding) feats to supplement it. Example Battle Empath, Improved Battle Empath, Apathy, etc. I'm glad you like it though. I've always been partial to healers :)


I just realized I made an error with the ability Empathic Transfer. This ability is supposed to become available at level 4, not 5th. All of the Transfer upgrades take place 1 level after the Paladin gains his Mercy upgrades.

RPG Superstar Season 9 Top 16

Allow me to offer some perspective on why I don't like the healing role in PF.

Healing is boring. There's no tactics, no adaptation. The fact that in-combat healing is generally weak (Life Oracles notwithstanding) barely comes into it, as it's not interesting to specialize in.
Are people damaged? Channel. Is one person damaged? Use the appropriate Cure spell. Healing by itself is boring. Healing and doing something else is fun. 4e did this by making most healing a swift action from the healer classes, so they could still attack or do other stuff that is commonly considered more fun. That's what I want when I play a healer, at least. I don't want it to be the only thing I can do in a round, as it feels uninvolved.

Addendum: The Heal skill is extremely weak in Pathfinder, made redundant with any form of magic (this is why most parties run on CLW wands). You try to make it useable with Expert Healer, but I don't think anyone would bother. It's a system flaw though, because anything mundane is much worse at doing its job than magic.


Petty Alchemy wrote:

Allow me to offer some perspective on why I don't like the healing role in PF.

Healing is boring. There's no tactics, no adaptation. The fact that in-combat healing is generally weak (Life Oracles notwithstanding) barely comes into it, as it's not interesting to specialize in.
Are people damaged? Channel. Is one person damaged? Use the appropriate Cure spell. Healing by itself is boring. Healing and doing something else is fun. 4e did this by making most healing a swift action from the healer classes, so they could still attack or do other stuff that is commonly considered more fun. That's what I want when I play a healer, at least. I don't want it to be the only thing I can do in a round, as it feels uninvolved.

Addendum: The Heal skill is extremely weak in Pathfinder, made redundant with any form of magic (this is why most parties run on CLW wands). You try to make it useable with Expert Healer, but I don't think anyone would bother. It's a system flaw though, because anything mundane is much worse at doing its job than magic.

I understand your feelings. In fact, to some extent, I feel them too. In order to prevent the Empath from suffering from "Hurt, cast cure spell" syndrome, I gave it multiple sources of healing. This was to represent options within the confines of it. Will you use Channel or Empathic Touch? Do you wait until combat is over and attemt to use Expert Healer, or do you go all out and drop your move and standard actions for more swifts to touch yourself three times? Or do you risk a standard action to throw up Life Link?

Even setting all that aside for now, you'll notice that the Empath has medium progression BA, and a decent chunk of hit points, coupled with no restrictions of weapon, armor or shield usage due to not being a spell caster. The only snag is their Empathic Link will break if they cause lethal damage for a short period of time.

I'll take this opportunity to post some of the feats I've been working on for the Empath, since your concerns are about lack of other usages, you may find these to your liking:

Extra Empathic Touch:

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:

You are more resistant to the effects of breaking your Empathic Link

Prerequisite: Empathic Link class feature.
Benefit: Whenever you lose access to empath class abilities from breaking your empathic link, 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:

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

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

Tireless Healer:

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. This does not apply when doing anything other than providing long term care.

Author's Note: I was unable to find any specific ruling on whether performing long term care required the healer to stay awake at night, and thus miss out on a night's sleep, but it seems implied. If you don't have this happen in your campaigns, then disregard the last paragraph of this feat.

Apathy:

Apathy 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 break your empathic link, should you possess enough constitution to do so. These Apathetic feelings last for 1 minute from the last time you caused harm (see Empathic Link).

While taken over by feelings of Apathy, 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. Treat your empath level as cleric level - 3 while feelings of Apathy last for determining damage.

Empathic Touch: Now deals hit point damage to target touched. This ability now consumes 2 uses of Empathic Touch while feelings of Apathy last.

Life Link: Now drains 5 hit points from all bonded targets at the beginning of the empath’s turn. This ability cannot drain a target to lower than 5 hit points, and the link will collapse should the bonded target fall to this amount or lower. The empath does not regain hit points drained from bonded targets.

Waves of Empathy: Now radiates a black aura of apathy out to a radius of 30 feet. Within this aura, the DCs for all skill checks, concentration checks, and Constitution checks are increased by a number equal to half you constitution modifier.

Additionally, any critical confirmation roll made against a creature within the aura benefits from a +2 luck bonus. These effects apply to you as well as to all other creatures (enemy and ally alike) within the radius of the aura.

Empathic Transfer: You may now attempt to transfer conditions currently affecting you onto another living creature. Conditions transferred in this way are essentially duplicated rather than properly transferred. The target receives the condition with the same duration remaining as you have affecting you at the time this ability is used. The target of your Empathic Transfer may make a Will save to attempt to resist the link you're trying to forge. DC for this save equals 10 + half your Empath level + your constitution modifier.

Author's Note: You'll notice with Apathy, that the abilities are substandard rather than completely inverted. This is represent the toll having a dual nature can take on a character. My thoughts with this are to have Apathy serve as the gateway prerequisite for the Prestige Class, the Apath. That's a work still in progress.


You must play Dragonrealms :)

Scarab Sages

I have no idea where this "healing is a waste of time" meme came from - it seems like it's just another one of those groupthink snowballs that a vocal minority kept harping on until it became "conventional wisdom." I don't believe it to start with.

Grand Lodge

2 people marked this as a favorite.
Vanity wrote:

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.

1. Never ever listen to the message boards... they live in a theory worldview that would get your characters killed in the hands of a gm who makes use of environment, as well as the opposition.

2. I don't know where you've been looking but Pathfinder is chock full of healing classes that can be played in so many different ways, from the water kineticist, to the chirugeon alchemist, to the witch that can be tuned to whatver level of healing you want.... and we havne't even touched the CRB classes.

3. The reason gamers rag on the healing role is the same reason they doubletake when they meet a male nurse. Healing is seen as a feminine passive , reactive role, when compared to knocking off someone's head with a sword. The healing role will never been seen as desirable to such a mentality.


LazarX wrote:
Vanity wrote:

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.

1. Never ever listen to the message boards...

1. This is a message board. If you don't like it, you don't have to post here. But you have more than 35000 posts, so you pretty clearly think there is value in listening to message board posts.

2. This thread is two years old. The OP probably isn't going to read your post. I guess that's what you want, since you don't think the OP should read messageboard posts.

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