Empath
Empaths, also sometimes called “sympaths,” have an incredible ability to sense emotions. Some leading sages in psionics believe that such sensitive empathy is a natural ability, perhaps a benign genetic throwback from a prehuman race or a new sense appearing among all peoples. Empaths are able to pick up the emotions of many creatures as easily as smelling a scent, but they are also far more vulnerable to psionic attack than other psionicists because their minds are naturally more open.
Role
Empaths make excellent advisers and negotiators; they can sense what the other being is feeling and cater to those demands. They can warn of possible danger and use their other considerable psionic talents to protect themselves by influencing the reactions of others. Clearly, empaths could easily abuse their advantage over others - and there is many a tale of once-good empaths betraying their lord and dominating him from the sidelines. The thought is chilling but all too possible.
Distinctive Appearance
None
Special Benefits
An empath can sense emotions without expending PSPs on a successful Wisdom check (+2). A failed check results in no information being obtained or misleading information (DM’s choice). Contact is still needed to sense the emotions of other Psions. The empath also gains the ability to use Identity Penetration and Life Detection with a +4, if these powers are known.
Special Hindrances
Due to this openness of the empath’s mind, he is more vulnerable to psionic interference and attack. Using Conceal Thoughts is at a -2. He receives a -2 on saves vs. the psionic powers of Inflict Pain, Phobia Amplification, Domination, Mass Domination, Ultrablast, and Probe (the DM may rule that other psionic powers and some spells are included in this also). Synaptic Static causes 1d3 hp damage per round, all psionic power rolls being at -2 while under its influence.
Finally, intelligent psionic creatures may find the empath’s naturally open mind an attractive temptation to infiltrate. Attacks from such creatures are at +2, and the empath receives a -2 penalty on saving throws against them.
Class
Attribute Requirements
Charisma of 14
Barred Beliefs
None
Race Requirement
Humans only.
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Animal Training, Animal Handling, Etiquette, Hypnotism, Information Gathering, Language (Modern), Reading Lips
Equipment
Normal
Wealth Options
Normal
Homeland Terrain
None
Economic System
None
Recommended Discipline(s)
Telepathic (required), Clairsentience
Recommended Devotion(s)
ESP, Probe, Telempathic Projection, Awe, Conceal Thoughts, Danger Sense, Domination, Identity Penetration, Everlinking Chain, Mass Domination, Mindlink, Phobia Amplification, Post Hypnotic Suggestion, Psychic Impersonation, Send Thoughts, Sensitivity to Psychic Impressions, Switch Personality, Ultrablast
Recommended Science(s)
None
Barred Discipline(s)
None