Empath

Empath - Advanced Feature
Prerequisites: Psychic, a Pokemon you’ve leveled up through training 25 levels
Cross-class Prerequisites:

  • Mystic, 16 INT, a Pokemon you’ve leveled up through training 25 levels
  • Watcher, 16 INT, 12 CON, a Pokemon you’ve leveled up through training 25 levels

Ability Bonus: +1 INT


Base Features

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Calming Vibe
At-Will – Drains 7 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: You calm the target, curing it of Confusion. Calming Vibe can calm rages, focus a distorted mind, or neutralize a paranoid panic. In order to use Calming Vibe, the Trainer must be in a calm state of mind. Using this on a target leaves discoverable psychic residue.

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Light Healing Power
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d12+6 and add twice your INT modifier. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.

The Empath is a highly sought after traveling partner in the Pokemon world for healing, understanding, or guidance. Empaths can actually read the minds of Pokemon, and through this medium communicate with their allies and friends. Empaths can feel what others feel and relieve pain in Pokemon and humans, by
physically healing with their psychic abilities, or sharing the burden with them. The bridge between Pokemon and humans is very short but without an Empath, the bridge crossing language could be light-years between ends.


Class Features

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Bonds
Prerequisites: Empath, Connection
Static
Effect: While unconscious, your Pokemon can act on their accord as if you are not unconscious. You may only have as many Pokemon acting per round of an encounter as if you were conscious.

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Connection
Prerequisites: Empath, 4 Pokemon you’ve leveled up through training 15 levels
Static
Target: Your Pokemon.
Effect: You understand any owned Pokemon's thoughts.

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Digging
Prerequisites: Psychic, Empath, 18 INT
Static
Target: Pokemon or Trainers.
Effect: You may read thoughts from the past four hours in a mind with Telepathy. Using this on a target leaves discoverable psychic residue.

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Healing Power
Prerequisites: Empath
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 2d12+12 and add twice your INT modifier. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.

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Heal the Body
Prerequisites: Empath, 16 INT, Cured Burn and/or Poison three times with items or features
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers
Effect: Cures the target of Burn and Poison. Using this on a target leaves discoverable psychic residue.

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Mend the Mind
Prerequisites: Empath, 16 INT, Cured Paralysis and/or Sleep three times with items or features
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers
Effect: Cures the target of Paralysis and Sleep. Using this on a target leaves discoverable psychic residue.

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Major Healing Power
Prerequisites: Empath, 18 INT, Healing Power
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 3d12+18 and add your INT stat. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.

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Natural Connection
Prerequisites: Empath, Connection, 20 INT
Static
Target: Pokemon.
Effect: You understand Pokemon’s thoughts. This Feature replaces Connection.

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Serious Healing Power
Prerequisites: Empath, 24 INT, Major Healing Power
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 4d12+24 and add your INT stat. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.

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Pain Share
Prerequisites: Empath
At-Will
Target: A Pokemon or Trainer taking damage.
Effect: You may half the damage the target takes. If you do, subtract the amount of damage you prevent from your HP, then subtract another 5 HP from your HP for each time you’ve used Pain Share during that day before this instance.

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Pain Split
Prerequisites: Empath, 16 INT, Pain Share
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Pain Split. Using this on a target leaves discoverable psychic residue.

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Rest
Prerequisites: Empath, 22 INT, a Pokemon with Move that recovers HP.
Daily
Target: Self.
Effect: After a ten-minute break you recover your full HP.

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Trying On Shoes
Prerequisites: Psychic, Empath, Digging
At-Will
Target: Pokemon or Trainers.
Effect: You may read thoughts from the past day in a mind with Telepathy. Using this on a target leaves discoverable psychic residue.

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Wish
Prerequisites: Empath, 20 INT
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Wish. Using this on a target leaves discoverable psychic residue.


Ace Trainer | Chaser | Enduring Soul | Stat Ace | Strategist |Tag Battler | Type Ace | Underdog
Breeder | Botanist | Chef | Evolver | Groomer | Hatcher | Medic | Move Tutor
Capture Specialist | Artificer | Collector | Engineer | Juggler | Pokeball Designer | Snagger | Trapper
Coordinator | Beauty Modeler | Choreographer | Cool Trainer | Cute Idol | Fashion Designer |Smart Teacher | Tough Guy
Martial Artist | Athlete | Aura User | Black Belt | Dirty Fighter | Massage Therapist | Ninja | Weapons Master
Mystic | Bodysnatcher | Buffet | Godspeaker | Guardian | Rune Master | Shaman | Touched
Psychic | Air Adept | Clairsentient | Earth Shaker | Empath | Fire Breather | Hex Maniac | Influential | Rain Waker
Ranger | Coach | Commander | Detective | Rider | Signer | Special Operations | Survivalist
Researcher | Cryptozoologist | Dream Doctor | Petrologist | Photographer | Professor | Scientist | Watcher
Trainer Features | Arms Features

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