To qualify to become a Personality, a character must fulfill the following criteria.
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.
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.
|Table: The Personality|
|Class Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Class Features||Defense Bonus||Reputation Bonus|
|2nd||+1||+2||+2||+0||Bonus class skill||+1||+2|
|7th||+3||+4||+4||+2||Bonus class skill||+2||+4|
The following features pertain to the Personality advanced class.
|Seat at sporting event to field pass||10|
|Hotel room to suite||15|
|Concert or theater ticket to backstage pass||20|
|Economy transportation to first-class||25|
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.
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.
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.
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.)
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.
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.
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.