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personality [2013/08/05 16:04]
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-Content-Type:​ text/​x-zim-wiki 
-Wiki-Format:​ zim 0.4 
-Creation-Date:​ 2013-07-26T03:​57:​51-04:​00 
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-====== Personality ====== 
-Created Friday 26 July 2013 
- 
-The Personality is in the public'​s eye by day. A movie star or television talk show host, a high-profile community leader or politician, a world famous novelist or self-help guru-all these and more fit into the Personality ad-vanced class. The Personality is recognizable,​ has some amount of fame and a following, and often has the reputation and wealth (or illusion thereof) to go along with the spot-light. A Personality might simply be famous because of who she is, or she may have earned her status by what she's done. She could be an entertainer,​ a celebrity, a dilettan-te,​ a politician, or the bored offspring of one of these public personalities. 
-Select this advanced class if you want your character to make the most of her Cha-risma and Charisma-based skills. 
-The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible. 
- 
-=== REQUIREMENTS === 
-To qualify to become a Personality,​ a character must fulfill the following criteria. 
-Skills: [[Diplomacy (Skill)|Diplomacy]] 6 ranks, [[Perform (Skill)|Perform]] (select one) 6 ranks. 
-Feat: Renown. 
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-=== The PERSONALITY === 
-**Class Base Attack Fort Ref Will Class Defense Reputation** 
-**Level Bonus Save Save Save Features Bonus Bonus** 
-1st +0 +1 +1 +0 Unlimited Access +0 +2 
-2nd +1 +2 +2 +0 Bonus Class Skill +1 +2 
-3rd +1 +2 +2 +1 Bonus Feat +1 +2 
-4th +2 +2 +2 +1 Royalty +1 +3 
-5th +2 +3 +3 +1 Winning Smile +2 +3 
-6th +3 +3 +3 +2 Bonus Feat +2 +3 
-7th +3 +4 +4 +2 Bonus Class Skill +2 +4 
-8th +4 +4 +4 +2 Royalty +3 +4 
-9th +4 +4 +4 +3 Bonus Feat +3 +4 
-10th +5 +5 +5 +3 Compelling Performance +3 +5 
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-=== HIT DIE === 
-The Personality gains 1d6 hit points per level. The character'​s Constitution modifier applies. 
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-=== ACTION POINTS === 
-The Personality gains a number of action points equal to 6 + one-half her character lev-el, rounded down, every time she attains a new level in this class. 
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-=== CLASS SKILLS === 
-The Personality'​s class skills are as follows. 
-Bluff (Cha), Craft (visual arts) (Int), Craft (writing) (Int), Diplomacy (Cha), Knowledge (art, behavioral sciences, business, civics, cur-rent events, popular culture) (Int), Perform (act, dance, sing, stand-up) (Cha), Profession (Wis), Read/Write Language (any) (N/A), Speak Language (any) (N/A). 
-**Skill Points at Each Level:** 4 + Int modifier 
- 
-=== CLASS FEATURES === 
-The following features pertain to the Person-ality advanced class. 
- 
-== Unlimited Access == 
-A Personality,​ because of who she is and who knows her, has a chance to gain access to places that other people would be denied. ​ When others would normally make a Diplo-macy check or Bluff check to smooth-talk or trick their way into a private party or invita-tion-only event, the Personality adds a bonus equal to her Personality level. 
-When a Personality buys a ticket to a show or for transportation,​ she can make a Diplomacy check to get that ticket upgraded. So, a ticket to a show becomes a backstage pass, a ticket to a sporting event becomes a field pass, a hotel room becomes a suite, or an economy ticket for an airplane becomes a first-class ticket. DCs are given below. 
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-Upgrade Diplomacy DC 
-Seat at sporting event to field pass 10 
-Hotel room to suite 15 
-Concert or theater ticket to backstage 20 
-Pass 
-Economy transportation to first-class 25 
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-== Bonus Class Skill == 
-A Personality knows a little something about topics that seem unrelated to her public life. 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. 
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-== 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, Charismatic Plus, Combat Expertise, Confident, Creative, Deceptive, Defensive Martial Arts, Defensive Movement, Educated, Favored One, Force of Will, Haggle, Influential,​ Jack of All Trades, Long-Term Learning, Mentor, Natural Talent, Poker Face, Trustworthy,​ Windfall. 
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-== 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. 
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-== Winning Smile == 
-At 5th level, a Personality develops such a force of personal magnetism that she can convince a single target to regard her as a trusted friend. (If the target is currently being threatened or attacked by the Personality 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 + Personali-ty'​s class level + Personality'​s Charisma bonus. 
-This ability doesn'​t enable the Person-ality to control the target, but the target per-ceives the Personality'​s words and actions in the most favorable way. The Personality can try to give the target orders, but she must win an opposed Charisma check to convince the target to perform any actions he wouldn'​t normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Personality or her allies that threat-ens 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 de-termines the reaction and attitude of the tar-get based on what the Personality compelled the target to do. 
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-== Compelling Performance == 
-At 10th level, a Personality'​s force of personal magnetism increases to the point that she can arouse a single emotion of her choice-despair,​ hope, or rage-in a target. To use this ability, the Personality must spend 1 action point. The emotion 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 her per-formance). The performance-which can be a speech, a commentary, a recital, or other type of emotional 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 + Per-sonality'​s Charisma bonus. If the target suc-ceeds at the saving throw, he or she is im-mune to the compulsion of this performance. If the target fails, he or she reacts to the emo-tion 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 bo- 
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