The innate talents that give your character a great capacity for empathy.
Empathy:
Force Skill Empathy is Now always a class skill.
Empathic Abilities:
Prerequisite: Telepathy
Your character can now begin to learn Empathy powers from the Telepathic list.
Intuition:
Prerequisite: Empathy
Your character has an innate ability to sense trouble in the air. You can make a Will saving throw (DC 15). On a successful save, you get a hunch that everything is all right, or you get a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal 2 plus the number Empathic powers you possess.
A latent telepath can use this ability twice a day, while a fully spec'd telepath can use it 6 times a day, unlike Danger sense, intuition can can pick up on dangers from anything with emotions instead of just organic creatures so a machine full of hate can still be sensed.
Your character's has a talent for healing.
Healing Knack:
Your character has a knack for the healing arts. You receives a +2 bonus on all Treat Injury skill checks.
Healing Touch 1:
Prerequisite: Healing knack.
Your character's ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.
Healing Touch 2:
Prerequisites: Healing knack, Healing Touch 1.
Your character's ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.
By selecting a talent from this talent tree, your character gains a bonus to control the flow of energy within his body.
Energy Control:
Your character gains a +1 bonus to all Energy Control checks and their maximum control increases by 10.
Improved Energy Control:
Prerequisite: Energy Control
The Energy Control bonus increases to +3 and their maximum control increases by 20.
Advanced Energy Control:
Prerequisite: Energy Control, Improved Energy Control.
And finally, the Control bonus increases to +5, and your maximum control increases by 30.
In addition, you gains a +2 bonus to your Learn checks with Energy Control techniques and a +1 enhancement bonus to his effective skill threshold with Energy Control techniques.
Your character's innate insightfulness serves them well.
Skill Emphasis:
Your character chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow you to make checks for a trained only skill if you has no ranks in the skill.
Aware:
Prerequisite: 1 Wisdom Talent or Skill Emphasis
[The talent, not the class ability or feat]
Your character is intuitively aware of their surroundings. You add their base Will saving throw bonus to Perception checks to avoid surprise.
Faith:
Prerequisite: 1 Wisdom Talent or Skill Emphasis
[The talent, not the class ability or feat]
Your character has a great deal of faith. It could faith in one's self, in a higher power, or in both. This unwavering belief allows you to add their Wisdom modifier to the die roll whenever you spend 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.
Cool Under Pressure:
Prerequisite: 1 Wisdom Talent and Skill Emphasis
[The talent, not the class ability or feat]
Your character selects a number of skills equal to 3 + You Wisdom modifier. When making a check with one of these skills, you can take 10 even when distracted or under duress.
Sense Control:
Prerequisite: One talent from a wisdom talent tree.
Your character gains the ability to Sense Control normally, as per character level.
Suppress Control:
Prerequisite: One talent from a wisdom talent tree.
Your character gains the ability to Suppress Control normally, as per character level
{Energy} Rage:
A rager with this Talent has the ability to become '{Energy} Rage' by consuming 1 Meta Control Charge. While in '{Energy}Rage' you are allowed to able to cast your {Energy} Spells of reasonable duration while Enraged. The number of spells able to be cast during that {Energy} Rage is equal to the number of rages per day +1 per Rage Talent the Rager Possesses.
If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Control Charge.
Double Cast:
Prerequisites: Nei Reservoir [Wisdom] and Meta Control Charges.
By Consuming your movement action and a Meta Control charge you can cast two spells in a round instead of one, however you take non-lethal HP damage equal to the second spell's rank due to overloading your control network.
Normal: By Consuming your movement action you can cast a regular spell [Any Level] and a Cantrip spell [Rank 1]