Personality

The Personality is a captivating and charming individual who excels in social interactions and thrives in the limelight. Their unparalleled charisma and quick wit make them the center of attention wherever they go. Masters of persuasion, they effortlessly navigate through social circles and gain access to exclusive events and gatherings. With an enchanting smile and a silver tongue, they can win over the hearts and minds of others, leaving a lasting impression on everyone they meet.

As the Personality advances, their social finesse becomes even more refined. They develop a knack for designating cross-class skills as class skills, showcasing their adaptability and versatility. Their ability to generate extra income through public activities highlights their magnetic presence and celebrity-like status.

The Personality's charm is not limited to simple pleasantries; they possess the unique talent of evoking powerful emotions in others. Whether it's instilling hope, sowing despair, or stoking rage, their compelling performances leave audiences in awe and influence the decisions of those around them.

When faced with conflicts or potential hostilities, the Personality relies on their quick reactions and ability to mediate and negotiate. They can effortlessly talk down opponents and find non-violent solutions, turning potential foes into allies.

At their peak, the Personality's personal magnetism is at its strongest. They can convince a single target to regard them as a trusted friend, fostering an unwavering bond of trust and admiration. This bond allows them to guide the target's actions and decisions, though they must be cautious not to abuse this power.

Overall, the Personality class is a captivating force in any social setting. They use their charm, wit, and charisma to navigate through social intricacies, make allies out of adversaries, and leave a positive mark on the world around them. Their mastery of social dynamics makes them invaluable in diplomatic endeavors, and their unique abilities set them apart as true stars in any campaign.

Advanced Class

Personality

Requirements

To qualify to become a Personality, a character must fulfill the following criteria.

Skills: Diplomacy 6 ranks, Perform (select one) 6 ranks.

Feat: Renown.

Class Information

The following information pertains to the Personality advanced class.

Hit Die: 1d6

Action Points: 6 + one-half character level, rounded down, every time the Personality attains a new level in this class.

Class Skills

The Personality’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual arts) (Int), Craft (writing) (Int), Diplomacy (Cha), Knowledge (art, behavioral sciences, business, civics, current events, popular culture) (Int), Perform (act, dance, sing, stand-up) (Cha), Profession (Wis), Read/_Write Language (none), Speak Language (none).

Skill Points at Each Level: 5 + Int modifier. 

Class Features

The following features pertain to the Personality advanced class.

Unlimited Access

When others would normally make a Diplomacy check or Bluff check to smooth-talk or trick their way into a private party or invitation-only event, the Personality adds a bonus equal to his or her Personality level.

When a Personality buys a ticket to a show or for transportation, he or she can make a Diplomacy check to get that ticket upgraded.  DCs are given below.

Upgrade Diplomacy DC

Seat at a sporting event to a field pass 10

Hotel room to suite 15

Concert or theatre tick to backstage pass 20

Economy transport to first class 25

Bonus Class Skill

At 2nd and again at 7th level, the Personality designates one cross-class skill as a class skill. Once designated, the skill is considered a class skill every time the character adds a new level of Personality.

Bonus Feats

At 3rd, 6th, and 9th level, the Personality gets a bonus feat. The bonus feat must be selected from the following list, and the Personality must meet all the prerequisites of the feat to select it.

Alertness, Animal Affinity, Combat Expertise, Confident, Creative, Deceptive, Defensive Martial Arts, Educated, Trustworthy.

Royalty

At 4th and 8th level, a Personality’s activities in the public eye generate extra income. This income provides a Wealth bonus increase of +4.

Winning Smile

At 5th level, a Personality develops such a force of personal magnetism that he or she can convince a single target to regard him or her as a trusted friend. (If the target is currently being threatened or attacked by the Personality or his or her allies, this ability won’t work.)

The target makes a Will saving throw to avoid being persuaded by the Personality’s words and actions. The DC is 10 + Personality’s class level + Personality’s Charisma bonus.

This ability doesn’t enable the Personality to control the target, but the target perceives the Personality’s words and actions in the most favorable way. The Personality can try to give the target orders, but he or she must win an opposed Charisma check to convince the target to perform any actions the target wouldn’t normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Personality or his or her allies that threatens the target breaks the mood and clears the target’s head. Otherwise, a target remains won over for 1 minute per Personality level.

After the duration expires, the GM determines the reaction and attitude of the target based on what the Personality compelled the target to do.

This is a Mind-Affecting ability.

Compelling Performance

At 10th level, a Personality’s force of personal magnetism increases to the point that he or she can arouse a single emotion of his or her choice—despair, hope, or rage—in a target. To use this ability, the Personality must spend 1 action point. The emotion he or she arouses affects one target (a GM character) within 15 feet of the Personality (or within 15 feet of a television, radio, or telephone that broadcasts the Personality’s performance). The performance requires a full-round action, and its effects on the target last for 1d4+1 rounds.

The target makes a Will saving throw. The DC is 10 + Personality’s class level + Personality’s Charisma bonus. If the target succeeds at the saving throw, he or she is immune to the compulsion of this performance. If the target fails, he or she reacts to the emotion as described below.

Despair: The target takes a –2 morale penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Hope: The target gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Rage: The target gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –1 penalty to Defense. In a dramatic situation, the target is compelled to fight, regardless of the danger.

Personality - Advanced Class