Martial Empath (3.5e Class)

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Martial Empath[edit]

A martial warrior with latent psionic abilities who has intentionally blinded herself to better learn to sense her surroundings by psychic impressions.

Making a Martial Empath[edit]

Pros: Excellent melee fighter, mild psionic casting, and acute short-range senses. Cons: Initially stunted by true blindness, can never see outside the range of her Blindsense, greater struggle against long-ranged opponents, and numerous roleplaying obstacles. Party Play: Works very well with a party; others can compensate for her weaknesses, and she is unparalleled at fighting invisible or sneaky foes. She makes an excellent personal guardian or bounty hunter.

Abilities: Wisdom influences psionics and perception, Strength improves melee prowess, and Constitution allows her to take a beating in the fray. Her prescience can make up for a low Dexterity, or it can be used in conjunction to great effect. Intelligence and Charisma are very useful, but more only to someone who wants to be more than a hammer.

Races: Humans and Elans probably make the best Martial Empaths. Elans get 2 additional power points and three great uses for them which fit quite well with the spirit of the Class.

Alignment: Most Martial Empaths are Lawful Neutral. It requires intense, monk-like training to learn to be a Martial Empath, and a chaotic character would find it quite impossible. The dedication to personal improvement points more toward Neutral than Good or Evil, but either is possible.

Starting Gold: starting gold: 2d4×10 gp (50 gp).

Starting Age: <-Moderate->.

Table: The Martial Empath

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Maximum Power
Level Known
Fort Ref Will
1st +1 +0 +0 +0 Elective Blindness, Prescient Strike (+2/+1d4) 1 1 1
2nd +2 +0 +0 +0 3 2 1
3rd +3 +1 +1 +1 Precognition (+1) 3 3 1
4th +4 +1 +1 +1 Blindsight 5 4 2
5th +5 +1 +1 +1 Prescient Strike (+4/+1d6) 7 5 2
6th +6/+1 +2 +2 +2 Precognition (+2) 11 6 2
7th +7/+2 +2 +2 +2 15 7 3
8th +8/+3 +2 +2 +2 19 8 3
9th +9/+4 +3 +3 +3 Precognition (+3) 23 9 3
10th +10/+5 +3 +3 +3 Prescient Strike (+6/+1d8) 27 10 4
11th +11/+6/+1 +3 +3 +3 35 11 4
12th +12/+7/+2 +4 +4 +4 Greater Blindsight, Precognition (+4) 43 12 4
13th +13/+8/+3 +4 +4 +4 51 13 5
14th +14/+9/+4 +4 +4 +4 59 14 5
15th +15/+10/+5 +5 +5 +5 Prescient Strike (+8/+1d10), Precognition (+5) 67 15 5
16th +16/+11/+6/+1 +5 +5 +5 79 16 6
17th +17/+12/+7/+2 +5 +5 +5 91 17 6
18th +18/+13/+8/+3 +6 +6 +6 Precognition (+6) 103 18 6
19th +19/+14/+9/+4 +6 +6 +6 115 19 6
20th +20/+15/+10/+5 +6 +6 +6 Prescient Strike (+10/+1d12) 127 20 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Martial Empath.

Elective Blindness: Sight is a distraction to the level of sensitivity to psychic impressions sought after by the Martial Empath. As part of the induction rituals, the Empath permanently deadens her eyes. The Empath is blind, but gains Blind-Fight as a bonus feat (no AC penalty, 3/4 speed, reroll miss chance). Additionally, the Empath gets a +4 competence bonus to Listen and may take a 10 on Listen checks, even when hurried or distracted.

Prescient Strike: Through intense focus, the Martial Empath can gain a prescient edge in combat. By expending her psionic focus, the Empath gains a +2 insight bonus to attack and +1d4 precision damage to melee attacks for one round. The bonus to attack and damage increase as shown at levels 5, 10, 15, and 20.

Precognition (Su): Beginning at level level 3 and every three levels thereafter, the Martial Empath gains an insight bonus to AC, Initiative, and Saves owing to her further increased sensitivity to her surroundings. Must be psionically focused to use this ability. Effects that negate psionics suppress this ability.

Blindsight (Ex): At level 5, the Martial Empath has learned to visualize her surroundings through extreme sensitivity to psychic impressions. She gains Blindsight out to a range of 60ft +5ft/[SRD:Wisdom|Wis]. She no longer takes penalties associated with blindness within the range of her vision.

Greater Blindsight: At level 12, the Empath’s Blindsight is expanded to 90ft +10ft/[SRD:Wisdom|Wis].

Weapon and Armor Proficiency: Proficient with simple and martial melee weapons and light armor.

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

Powers Known: Martial Empaths manifest powers like psions. Wisdom is the key ability for determining Save DC and the highest level power they can manifest. Martial Empaths choose their powers from the following list:


Burst, Empathy, Empty Mind, Precognition, Precognition, Offensive, Prescience, Offensive, Sense Link


Clairvoyant Sense, Detect Hostile Intent, Empathic Transfer, Hustle, Object Reading, Psionic Lions Charge, Read Thoughts, Sense Link, Forced, Sensitivity to Psychic Impressions, Strength of My Enemy, Thought Shield


Danger Sense, Empathic Feedback, Empathic Transfer, Hostile, Evade Burst, Fate Link, Mental Barrier, Mind Trap, Shared Pain, Forced, Vampiric Blade


Aura Sight, Correspond, Detect Remote Viewing, Immovability, Mindlink, Thieving, Psychic Vampire, Schism


Mind probe, Power Resistance, Second Chance


Fate of One, Mind Blank, Personal, Precognition, Greater, Temporal Acceleration

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a Martial Empath must have a Wisdom score of at least 10 + the power’s level.

Blindsight (Ex): Reading psychic impressions, a Martial Empath with Blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though she must have line of effect to a creature or object to discern that creature or object. The ability’s range is defined by her level and Wisdom Modifier (as explained above). She usually does not need to make Spot or Listen checks to notice creatures within range of her Blindsight ability. Blindsight is continuous, and the Empath need do nothing to use it.

   * Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
   * Blindsight does not subject a creature to gaze attacks (even though darkvision does).
   * Blinding attacks do not penalize creatures using blindsight.
   * Deafening attacks thwart blindsight if it relies on hearing.
   * Blindsight works underwater but not in a vacuum.
   * Blindsight negates displacement and blur effects.

Ex-Martial Empath[edit]

A Martial Empath who somehow regains her (mundane) vision may not advance unless she blinds herself again, though she retains all of her abilities.

Epic Martial Empath[edit]

Table: The Epic Martial Empath

Hit Die: d8

Level Special
21st Precognition (+7)
22nd Bonus Feat
24th Precognition (+8)
25th Bonus Feat
27th Precognition (+9)
28th Bonus Feat
30th Precognition (+10)

4 + Int modifier skill points per level.

Precognition (Su): The Martial Empath's Precognition continues to improve at every third level as indicated.

Bonus Feats: The epic Martial Empath gains a bonus feat at level 22 and every 3 levels thereafter.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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