When an Empath gains access to a new Persona via the Manifest Persona class feature, she must select one of the following Aspects to associate with that Persona. Once assigned, Aspects can't be changed.
These Aspects are always available to an Empath
The Fool reflects the innate curiosity and mad wisdom of the adventurous and the bold. The Fool is the first of the aspects, and will likely be the last, when all others have faded. So long as mortals walk the world, they shall invariably feel the urge to stick their noses where they do not belong. Empaths under the influence of the Fool often feel the urge to leave no chest unopened, no door closed, and no corner unmapped. Curiosity burns always in the back of their mind, and confidence fills their hearts.
An empath manifesting a persona with the Fool aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, beginning at 3rd level, the empath gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Both bonuses increase by +1 at 6th level, and every three levels thereafter. These bonuses stack with any an empath may possess by virtue of the Trap Sense class feature. Lastly, she gains a bonus to Tumble, Escape Artist, and Open Lock checks equal to her Wisdom modifier.
The Magician reflects rationality and creativity, twined into the singular drive that leads mortals to create and advance their lives through knowledge. So long as men and women of the world seek to tame the world through learning, the Magician shall thrive. Ambition and pride run strong in the veins of those wearing this aspect; for they know themselves full well that the key to working miracles lies no further than their own mind. The form such ambitions takes varies, but in any wearer, the aspect tends to focus ones thoughts to a great extent: driving out idle daydreams and forever seeking answers to the problems at hand.
An empath manifesting a persona with the Magician treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, with a full-round action, she may manifest spiritual essence to craft items out of seemingly nothing. To perform such a feat, the empath must make a craft check against the craft DC of the object she wishes to manifest. If she is successful, she immediately crafts the object in question, bypassing normal crafting times and costs. However, items created by this ability are, without exception, extremely short-lived and obviously so. They are translucent and shimmer with slowly fading energy, dissolving completely after a number of hours equal to the empath’s class level. An empath may only create mundane items with this ability (though she can create masterwork items, if she can meet the craft DCs), and may only have a number of objects conjured at any one time up to their wisdom modifier. No individual item crafted by the empath in this fashion may weigh more than [10 * Class Level] lbs, though she may manifest such large objects in pieces and fit them together normally. Lastly, she gains a bonus to Craft checks equal to her Wisdom modifier.
The High PriestessEdit
Any magical girl knows well the call to action, but sometimes a softer touch is needed. The High Priestess is the embodiment of the world’s passivity. It is not weak, but it is tranquil, and will not move save to counter the unrest of others. Empaths manifesting the High Priestess feel themselves borne aloft by a supernal calm. Disorder and chaos can chafe against those manifesting this aspect, and it can be difficult at time for an empath to rouse herself to action under its effects, but the level head of the High Priestess can prove invaluable in situations where an evoker’s hot blood might otherwise get the best of them.
An empath manifesting a persona with the High Priestess aspect treats Will and Reflex as good saves. Additionally, she gains the ability to wield concentrated bursts of luminous energy as a potent form of counterspell. This functions identically to normal counterspelling, save that the empath expends motes, rather than prepared spells, to counter the magic of her enemies. Countering a spell consumes a number of motes equal to [Countered Spell’s Level * 2]. If the empath does not have enough motes, the counterspell fails, but the motes are not consumed. Lastly, she gains a bonus to Balance, Concentration, Sense Motive, and Handle Animal checks equal to her Wisdom modifier.
Where there is weakness or sorrow; there are always those willing to lend their aid. The Empress is the spirit of compassion and healing in all beings, reflecting all those who create and cherish life. It is a protective aspect, but not necessarily a passive one – empaths manifesting it can have difficulty not lending their aid to those in obvious suffering, even when seeing the pain of their sworn foes. Some empaths revere the kindness brought forth by the Empress, but others resent it or develop a simmering envy of their own persona’s saintly temperament. The most sensible would warn that however one may view it, the aspect should not become a crutch. Such external empathy, no matter how strong, must not be allowed to replace the feelings in an empath’s own heart.
An empath manifesting a persona with the Empress aspect treats Will and Fortitude as good saves. Additionally, she can close wounds and ease pain with the merest touch. An empath manifesting the Empress can heal a total number of hit points of damage equal to [twice her empath level * her Wisdom bonus]. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using this ability is a standard action. The empath may refresh her pool of healing by spending five minutes in peaceful meditation. Lastly, she gains a bonus to Heal, Handle Animal, and Perform checks equal to her Wisdom modifier.
Strength is arguably the oldest of all virtues. Before good or evil, the mighty reigned supreme, and the mortal psyche has never forgotten the days of might-make-right. The Emperor is both the iron fist and the stalwart shield – it is the ancient right of the mighty to stand over the weak, regardless of whether that position is used to protect or oppress. Empaths manifesting the Emperor often find themselves driven to establish their dominance in any situation, and can struggle with accepting any authority but their own. The Emperor is an aspect of intense and forceful action… but its aggression can be an unwanted burden if left to run unchecked when a soft touch would be better suited.
An empath manifesting a persona with the Emperor aspect treats Fortitude as a good save, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Emperor gains an unyielding resistance to the will of others. She gains a bonus to saving throws against mind-affecting abilities equal to 1/2 her class level (to a minimum bonus of +1). This bonus is doubled against fear effects. At 10th level, this ability strengthens to the point where would-be maestros cannot help but cower as their strings are cut: whenever the empath saves successfully against a mind-affecting spell or power, she may turn it against its original wielder as an immediate action. A spell or power reversed in this manner retains all its original parameters - only the target changes. Lastly, the empath gains a bonus to Intimidate, Escape Artist, and Survival checks equal to her Wisdom modifier.
Loneliness is among the greatest fears of mortality. As death looms eternally, solace is found in becoming a piece of something grander and stronger than any one of its parts. The Hierophant is groupthought and conformity made manifest. It is the guiding hand the shifts willing cogs in a grand machine, and the mouthpiece of mercy that brings faith and hope to the masses. Empaths manifesting the Hierophant can find themselves growing squeamish at the thought of working outside existing systems, and scornful of those who would think themselves loners. Depending on one’s viewpoint, the aspect may be a herald of cooperation… or of manipulation.
An empath manifesting a persona with the Hierophant aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Hierophant may drive others into her designs with a few well-spoken words. She may make a Diplomacy check as a standard action without any penalties for rushing, and may attempt to Fascinate a target to whom she has spoken for at least a full minute. Resisting this fascination requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. At 8th level, the empath may attempt to implant a Suggestion (as the spell) in a the mind of a creature she has fascinated. Resisting this suggestion requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. If a creature successfully saves against this ability it becomes aware of the attempted mental manipulation, and its fascination is immediately broken. At 16th level, the empath may place a Geas (as the spell Geas/Quest) on a target instead of a Suggestion, using the same save DCs. The empath may only have one creature under such a geas at any one time, and placing a new geas immediately breaks her hold on any previously-affected targets. Lastly, the empath gains a bonus to Diplomacy checks equal to her Wisdom modifier.
An Empath must be at least 5th level to select these Aspects.
Everyone has those things that they cannot live without. People, places, even objects for some. The aspect of the Lovers embody these bonds, drawing strength from the greatest treasures of a mortal heart. Empaths manifesting the Lovers often find their loved and treasured things rising to the forefront of their thoughts. This can bring forth great valor and strength of will in some… but in others, such thoughts pave the road to paranoia and miserliness. One way or another, any empath wielding this aspect must eventually come to terms with their desires.
An empath manifesting a persona with the Lovers aspect treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Lovers may forge a spiritual link with others as a standard action. This effect functions identically to an unaugmented use of the Mindlink power, save that it has a duration of 24 hours/level and functions even across different planes. The empath may have a maximum number of such links active equal to her Wisdom modifier – creating new links beyond this limit automatically breaks one existing link, chosen by the empath. At 10th level, the empath gains the benefit of a constant Status spell targeting any individual with which she has established a link, and may Scry on them (as if casting the spell) by spending five minutes in a meditative trance. At 15th level, the empath’s mindlinks no longer have a limit to their duration – they will last until released by the empath, and will otherwise re-establish themselves automatically in 5 rounds if broken or dispelled. Lastly, the empath gains a bonus to Sense Motive, Appraise, Listen, and Perform checks equal to her Wisdom modifier.
There are corners of the multiverse unseen by any explorer, untouched since the dawn of time. Like the Fool, the Chariot is formed of the spirit of exploration. However, the Chariot concerns itself not with the journey, but with the destination alone. It is the triumph born of conquering a mighty mountain or fearsome foe, and the unparalleled thrill of victory absolute. Empaths manifesting the Chariot are driven to push themselves to their limits and seek out challenges worth of their stature. They chafe at half-finished tasks, and can find themselves struggling to accept defeat or withdrawal in any form.
An empath manifesting a persona with the Chariot aspect treats Fortitude and Reflex as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Chariot may leap into the fabric of the cosmos itself, hurtling past trivial things in search of her elusive goals. This functions as the spell Dimension Door, with the empath’s effective caster level equaling her class level. Unlike the spell, this effect require one minute of concentration to activate. At 10th level, the empath can replicate the spell Teleport, rather than Dimension Door. Doing so requires ten minutes of concentration, rather than one minute. At 15th level, she can replicate the spell Greater Teleport. Doing so requires one hour of concentration, rather than one minute. Lastly, the empath gains a bonus to Climb, Jump, Search, Survival, and Swim checks equal to her Wisdom modifier.
Mortals aspire to greatness, almost without exception. Greatness of mind, or spirit, or body – the specifics vary, but all gaze upwards at the heroes who came before and picture themselves upon a similar pedestal. The aspect of Strength is formed of collective vision of such paragons and heroes. It does not act itself, but rather inspires those around it to cast off their weakness and seek out their true potential. Empaths manifesting the aspect of Strength find themselves driven to lead by example, and to help others rise to become the best they can be.
An empath manifesting a persona with the Strength aspect treats Fortitude and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting Strength may exert an aura of quiet power that fortifies the weary bodies of her allies. By spending one minute in meditation, the empath heals one point of ability damage from each of her ability scores. A number of allies up to the empath’s Wisdom modifier may join in this meditation, sharing in its benefits so long as they remain within 30 feet of the empath. At 10th level, this effect may restore ability drain. At 15th level, this ability may restore ability burn, bypassing the normal restriction against restoring ability burn through magical means. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.
If one wishes to find true enlightenment, she must first learn to tune out the ramblings of madmen and fools. The Hermit embodies the ivory tower of knowledge and isolation from which the greatest minds of the mortal world do their work. It is the silent stillness of truth, and the lonesome monolith of study. Empaths manifesting the Hermit often experience a sort of crystalline clarity in their thoughts, processing and responding to information at a speed that can leave interactions with others feeling aggravatingly sluggish and dull. Cautionary tales abound of empaths who grew addicted to this sensation, manifesting this aspect without pause until the very thought of speech or interacting is enough to cause bouts of nausea and disgust.
An empath manifesting a persona with the Hermit aspect treats Will as a good save. Additionally, an empath manifesting the Hermit may slip into a hypercognitive trance in which answers to the most difficult question seem to materialize out of thin air. By entering a trance for one minute, the empath may analyze the likely results of a course of action. This effect functions as the spell Augury, save that the empath is aware if the augury fails. The empath may use this ability a number of times each day equal to her class level. At 15th level, this ability gives much more detailed answers – it now yields equivalent results to the spell Divination. Lastly, the empath gains a bonus to Knowledge checks equal to her Wisdom modifier.
The Wheel of FortuneEdit
Some mortals embrace it, while others reject it fiercely, but there is a simple truth to the world that none would deny – luck matters. The Wheel of Fortune is the form giving to the ever-whirling crucible of mortal opinions on the sheer randomness of the universe. It carries every cry of joy at some improbable miracle, and every furious curse at a ruinous roll of the dice. Empaths manifesting the Wheel are prone to violent mood swings, at times shifting between emotional extremes with little warning or moderation.
An empath manifesting a persona with the Wheel of Fortune aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting the Wheel of Fortune, she gains the ability to throw her fate to the black-and-white caprice of luck. A number of times each day equal to ½ her class level, the empath may replace any single d20 roll she is about to make with a coin toss as a free action. If she is able to correctly call the coin toss, the roll resolves as if she had rolled a natural 20. If she calls the toss incorrectly, the roll resolves as if she had rolled a natural 1. At 15th level, this ability may be used to intercede in any action made by a creature within 30’ – including the actions of enemies. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.
An Empath must be at least 10th level to select these Aspects.
Even in situations where the very concept seems absurd, most mortals adhere to some sort of code. Fairness, morality, karma… all such things manifest themselves in Justice. The aspect of Justice embodies the laws that bind mortal races, both written and unwritten. It is the promise upheld, the edict spoken, the trust of one individual for another and the punishment when such trust is violated. Empaths manifesting Justice can have difficulty making light promises, and will often feel compelled to go to great lengths to uphold those she has made in the past.
An empath manifesting a persona with the Justice aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting Justice, she may brand a creature with a Mark of Justice, which functions as the spell of the same name using her Empath level as her effective caster level for all purposes. The empath may only have up to her Wisdom modifier creatures thus marked at any given time, and may release any of her subjects from their mark at any time as a free action. At 10th level, the empath in instantly alerted whenever one of her Marks of Justice is activated though a violation of its terms, and may innately sense the distance and direction to bearers of activated Marks so long as they are on the same plane. At 15th level, the empath’s Marks of Justice can no longer be removed by any effect other than a Wish, Miracle, or the willing release of the mark by the Empath herself. Lastly, the empath gains a bonus to Sense Motive and Intimidate checks equal to her Wisdom modifier.
The Hanged ManEdit
Wherever there are mortals, there are the weak and the strong. The high, and the low. The pious and the heretic. Those below will always dream of grand reversals of roles, and sometimes even act upon those dreams. The aspect of the Hanged Man is a tumultuous soul, forever in flux. It is the riotous mob, the thief who steals from the rich, and the bullied apprentice burying a dagger in her abusive mentor’s back. Empaths manifesting the Hanged Man often find themselves fighting off an uncharacteristic bitterness – every hardship seems tailored to victimize them personally, and successes of allies cannot help but be tainted with a faint lining of envy.
An empath manifesting a persona with the Hanged Man aspect treats Fortitude and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, the empath may induce a calamitous reversal with a single touch. This effect is delivered as a melee touch attack, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately exchanges hit point totals with the empath. This exchange can bring neither party above their normal maximum health, and any hit points beyond that limit are lost. Once used, regardless of its success or failure, an empath cannot use this ability again for one minute. Lastly, the empath gains a bonus to Move Silently, Hide, and Slight of Hand checks equal to her Wisdom modifier.
Endings are a two-faced coin – for all that mortals fear the eternal spectre of their demise, their every action brings about other, smaller deaths. The aspect of Death embodies the demise of ideas, of beliefs, of traditions and nations and cultures – and yes, at times, evens the deaths of other mortals. Without death, the world would stagnate and rot from within, but that is little consolation to those who it claims. Empaths manifesting the aspect of Death find the ties of sentimentality loosened. Letting go is less painful, and silver linings present themselves easily. Beings prolonged past their time tend to incite faint feelings of disgust, and the empath may at times feel an urge to let defeated enemies die cleanly, rather than capturing them alive and subjecting them to the messy processes of justice.
An empath manifesting a persona with the Death aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, an empath manifesting Death may strike out with a cleansing tide of negative energy, burning pain and impurity from her target’s very soul. This effect is delivered as a melee touch attach, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately gains one negative level. Further, it restores two points of damage or drain to each damaged or drained ability score, and heals [5 * target’s HD] hit points to its target. Negative levels inflicted by this ability fade at a rate of one per minute. Lastly, the empath gains a bonus to Heal, Survival, and Disable Device checks equal to her Wisdom modifier.
In the land of mortals, none stand alone. For every blade or suit of armor brought to battle, there is a smith. For every artful maneuver, there is a teacher. For every lasting peace, there is a magnanimous victor. Temperance lies not in greatness, but in those that bring greatness to fruition. It lies in the bruises dealt by the wizened master who trains the hero before his quest, and in the words of the sage who offers their advice to the girl who would be queen. Empaths manifesting Temperance are often driven to push others, and themselves, up to any beyond their normal limits. Wasted potential evokes feelings of faint disgust, and honing existing tools always often like a more appealing option than attempting to craft new ones.
An empath manifesting a persona with the Temperance aspect treats Will and Fortitude as good saves. Additionally, with a ritual requiring one minute of meditation between the empath and a single willing target, an empath manifesting Temperance may imbue another being of equal or lesser power with an echo of the greatness that could one day be theirs. The target receives a number of virtual Hit Dice equal to [empath’s class level – target’s HD]. Each virtual HD thus granted increases the benefactor’s maximum HP by [5 + benefactor’s Con modifier], and grants them a +1 bonus to attack rolls, damage rolls, skill and ability checks, saving throws, and effective Hit Dice for the purposes of any spells or abilities that might target them. An empath may have up to [Wisdom modifier] creatures blessed with this ability at any given time, and may revoke her blessing from any one of them as a free action. Otherwise, the blessing possesses an unlimited duration. At 15th level, an empath may also choose to grant her beneficiaries the ability to evoke a single illumination, chosen by the empath from those assigned to any of her personas with the Temperance aspect. The target may evoke this illumination despite lacking a mote pool or evoker level, and the effect manifested is in all aspects identical to an illumination evoked by the empath herself (including save DCs, effective evoker level, and the like). Once used, such a borrowed illumination may not be evoked again for 1d4 rounds. Lastly, the empath gains a bonus to Diplomacy, Search, and Appraise checks equal to her Wisdom modifier.
Some mortals are revolutionaries, or leaders. They stand tall, defying fate and convention to change the course of the world itself. However, for most, such aspirations are simply… too much work. The Devil is the ballast of idleness that anchors the mortal races of the world – the font of laziness and apathy that dissuades change and brings one to simply go with the flow of events. Though heroes might scorn the everyman’s simple life, such lack of ambition also lies at the foundation of every endeavor of his more active peers. Empaths manifesting the Devil often feel lethargic, whether physically, mentally, or both. It is tempting to leave even urgent tasks for later, orders seem less worth arguing with, and the status quo gain a certain charming appeal, however flawed it may be.
An empath manifesting a persona with the Devil aspect treats Reflex and Fortitude as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Devil oozes an air of profound normalcy, discouraging suspicion or investigation. Viewers will see the empath as whatever seems least conspicuous to them – a castle guard might note them as an inconspicuous clerk, while a general might view them as just another soldier going about her duties. This deception does not actually alter the empath’s appearance in any way, meaning they may be called out for dressing or acting inappropriately, but they will not be accosted or questioned unless they draw undue attention to themselves. Any creature who interacts directly with the empath may attempt a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier] to shake off the supernatural acceptance. If the empath is doing something blatantly out of place – such as attacking the observer or his allies – this save automatically succeeds. This is a mind-affecting ability. Lastly, the empath gains a bonus to Bluff, Forgery, and Disguise checks equal to her Wisdom modifier.
An Empath must be at least 15th level to select these Aspects.
Some would say that mortals define themselves through violence. They would say that beings incapable of grasping eternity are truest to their natures when obliterating the permanence of others. The Tower does not, contrary to what some frightened empaths will warn their younger sisters in the dead of night, embody hatred, or malice, or rage. It embodies violence, pure and untainted by lesser emotions. The urge to shatter, break, and destroy bears a power few others can match. Empaths manifesting the Tower feel the urge to strike first, strike hard, and keep on striking until all before them has been reduced to blood and rubble. It is said to feel far more hostile and invasive than most aspects, and many empaths forswear this aspect for fear of the changes it might evoke in them.
An Empath manifesting a persona with the Tower aspect treats Fortitude as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Tower continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Whenever damage is dealt to the empath, all other creatures within the aura (including the empath herself) take half that amount, rounded down, as retributive damage. Damage that the empath deals herself through this ability is converted into nonlethal damage, unless she is immune to nonlethal damage. Retributive damage inflicted by this aura does not trigger any additional effect. The effect of this aura targets friends and foes without discrimination, and the empath may not exclude a creature the influence of her aura – she may, however, deactivate or reactivate her aura as a swift action. Lastly, the empath gains a bonus to Autohypnosis, Concentration, and Intimidate checks equal to her Wisdom modifier.
Rare indeed are great deeds accomplished without hardship or setback – and indeed, were they achieved simply, their greatness would be lessened in the eyes of many. But for all these obstacles, mortals still reach for the heavens with all their might, heedless of that which would hold them back. The Sun is a manifestation of confidence and drive, rational and unwarranted alike. Empaths manifesting the Sun tend to lapse easily into obsession and mania in their pursuit of whatever their goal of the hour may be.
An Empath manifesting a persona with the Sun aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally as a swift action, an empath manifesting the Sun can call forth and release a blazing explosion of light that shatters the bonds on all those around them. This effect grants the benefits of both Freedom of Movement and Mind Blank for one round, and affects all creatures within a radius of [5 * empath’s Wis mod] feet, centered on the empath. This effect targets friends and foes without discrimination. Once used, this ability may not be used again for one minute. Lastly, the empath gains a bonus to Concentration, Sense Motive, and Survival checks equal to her Wisdom modifier.
Life is built upon lies. Lies bring mortals pain and comfort alike, and are told for every reason imaginable. Philosophers may seek truth, but for the average mortal, deception is as much a part of existence as eating or breathing – and just as vital. Few are those with the fortitude to face down truth, unmasked and unfiltered, and the silver miasma of half-truths and guises provides welcome shade against the harshness of light. Alone of all Aspects, the Moon inflicts no foreign thoughts or otherworldly compulsions. Empaths, who shroud themselves in the hopes and dreams of others, have always shown a special affinity for the moon – in a grand fit of cosmic irony, they are truest to themselves when dancing in a masquerade of lies.
An Empath manifesting a persona with the Moon aspect treats Reflex and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Moon continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. For the purposes of skills, spells, and abilities, all words spoken by individuals within this radius are considered ‘true’ – Sense Motive checks will reveal only honesty, and lie-discerning magic will pass over such utterances without a trace. This does not inflict any form of compulsion upon listeners, nor even compel them to believe in the factual truth of a statement, but they will always view claims by creatures within the aura to be of utmost honesty. Lastly, the empath gains a bonus to Bluff, Perform, Disguise, and Forgery checks equal to her Wisdom modifier.
In deepest darkness, and blackest night, hope endures. In the fiercest fire, and most ruthless storm, hope endures. By an ancient legend, hope is the cruelest blessing and most wonderful curse the mortals of the world have ever shouldered. This may be so, and without a doubt hope has brought pain to many – but in the caprice of fortune, hope too is what permits such victims to carry on anew. The Star is the distant glimmer of a better tomorrow that all mortals hold dear to their hearts. It is unreachable, unattainable, ethereal, and beautiful beyond words. Empaths manifesting the Star often take on a detached, farsighted demeanor, pondering the future… at times to the determent of their focus in the present.
An Empath manifesting a persona with the Star aspect treats all saves as good saves. Additionally, an empath manifesting the Star continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Creatures within this aura may use their own saving throw modifiers or those of the Empath, at their discretion. This effect benefits friends and foes without discrimination, and the empath may not deny a creature the benefit of her aura – she may, however, deactivate or reactivate her aura as a swift action. If the empath is unconscious, her aura is automatically suppressed. Lastly, the empath gains a bonus to Diplomacy, Perform, and Heal checks equal to her Wisdom modifier.
Mortals yearn for absolutes. While scholars and sages may delve into the fine gray lines between right and wrong, good and evil, or fact and fabrication, most would rather feed their minds with the succulent dish of certainty. The aspect of Judgment embodies every cry ever voiced for a god, king, or parent – cries to strip away the miasma of doubt and replace it with the comforting pillars of the absolute. Empaths manifesting Judgment often struggle to accept or process any new information that might conflict with their beliefs… though when those beliefs are challenged, they will hold fast to their values with unshakable resolve.
An empath manifesting a persona with the Judgment aspect treats Will as a good save. Additionally, an empath manifesting Judgment may cut through superficial traits to know the truth of a creature’s essence with nothing more than a glance. The empath continuously gains the benefits of the Arcane Sight and See Invisibility spells. The empath’s arcane sight functions as the spell, and additionally allows the empath to discern surface thoughts, alignments, and the presence or absence of duplicitous intent in any creatures the empath observes. However, any creature observing the empath identical benefits, which apply only for the purpose of observing the empath herself. Lastly, she gains a bonus to Appraise, Sense Motive, and Knowledge checks equal to her Wisdom modifier.