Elite Empath (Empath 12): HD 12d8+24; HP 78; Init +5; Spd 40 ft.; Defense 24, touch 24, flatfooted 19 (+1 Dex, +4 Wis, +9 Class); BAB +9; Atk +14 melee (2d6+1, Unarmed w/ Brass Knuckles), or +10 ranged (1d10+0, Crossbow); SQ Resolute; AL none; SV Fort +14, Ref +9, Will +12, Rec +12; Rep +7; Str 10, Dex 12, Con 14, Int 14, Wis 19, Cha 8.
Occupation: Martial Arts Instructor: Perks (Unarmed- Precision Strike; Unarmed- Reactive Stance; Streetwise- Urban Stealth)
Skills: Academics (history) 4 (+6), Athletics 15 (+15), Firearms 4 (+5), Influence 11 (+10), Legal 11 (+13), Medicine 15 (+19), Outdoorsman 15 (+18), Perception 15 (+31), Streetwise 15 (+18), Unarmed 15 (+27), Vehicles 4 (+5), Weapons 4 (+4)
Feats: Attack Focus (unarmed), Awareness, Career Advancement, Combat Martial Arts, Contemplative Master, Defensive Attack, Defensive Martial Arts (39 Defense against melee attacks when not flat-footed), Guru (Unarmed), Improved Initiative, Improved Disarm, Improved Self-Help, Improved Trip, Mind Over Body, Move-By Action, Poise, Self-Help
Access/Contacts/Followers: Favors (7 RP)
Possessions: Brass Knuckles, Crossbow, Light Undercover Shirt (DR 2)
Chuck's Comments: Oh, the gnashing of teeth over the Guru feat! By taking that feat (bonus equal to Empath level on any skill) on Unarmed, the Empath has become an irresistable force in melee- almost impossible to hit and able to disarm you at will.
If this character had the Stealth skill, it would be even worse. As it is, his strategy of closing quickly with a high movement rate, disarming and forcing characters to fight on his terms was hilarious to watch for everyone but his opponents.