Personality

The material below is Open Game Content from The Modern Path

PERSONALITY

Skill Points per Level: 5+ Int modifier
Hit Dice per Level: d6

Level Base Attack Bonus Fort Save Ref Save Will Save
1st 0 +1 +1 +0
2nd +1 +2 +2 +0
3rd +1 +2 +2 +1
4th +2 +2 +2 +1
5th +2 +3 +3 +1
6th +3 +3 +3 +2
7th +3 +4 +4 +2
8th +4 +4 +4 +2
9th +4 +4 +4 +3
10th +5 +5 +5 +3
11th +5 +5 +5 +3
12th +6/+1 +6 +6 +4
13th +6/+1 +6 +6 +4
14th +7/+2 +6 +6 +4
15th +7/+2 +7 +7 +5
16th +8/+3 +7 +7 +5
17th +8/+3 +8 +8 +5
18th +9/+4 +8 +8 +6
19th +9/+4 +8 +8 +6
20th +10/+5 +9 +9 +6

TRAINING

CALL OF THE BARD
Prerequisite: None
Benefit: The Personality can use Hero Points the same as a Bard’s Performance and gain access to the Bard class features.


CELEBRITY ACCESS
Prerequisite: None
Benefit: The Personality can use Hero Points instead of Prestige Points, when dealing with individuals or Factions that are helpful, friendly, indifferent, or unfriendly toward her or those she represents.


CELEBRITY IMMUNITY
Prerequisite: None
Benefit: If the Personality is arrested for a crime, the Hero can make spend one Hero Point to invoke her celebrity status and not suffer the usual legal penalty or punishment.

If one of the Personality’s entourage (see the Entourage training, below) is arrested for a crime and unable to secure her own release, the Personality may intercede on the entourage’s behalf. This will cost the Personality two Hero Points.


COMPELLING PERFORMANCE
Prerequisite: Winning Smile
Benefit: A Personality’s force of personal magnetism increases to the point that he or she can arouse a single emotion of her choice—despair, hope, or rage—in a target.

For one Hero Point spent, the emotion affects one target within sight and/ or sound of the Personality’s performance.

This effect lasts for 1 round per level of the Hero and is a full round action to initiate but not to maintain.
The target makes a Will saving throw.

DC is 10, + ranks in Perform skill, + Fame.

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 Armor Class. In a dramatic situation, the target is compelled to fight, regardless of the danger.

ENTOURAGE
Prerequisite: None
Benefit: The Personality may appoint a number of individuals equal to her Fame as an entourage. These appointed individuals gain all the benefits of Celebrity Access, Celebrity Immunity, and Ultimate Access.

The Personality may revoke these privileges at any time and appoint replacements as she sees fit. It takes 1d4 hours for a Personality to invoke or revoke an Entourage’s privileges.
If Fame is permanently lost, the Personality will also lose one member of her Entourage.


RESTRICTED ACCESS
Prerequisite: Celebrity Access
Benefit: The Personality gains clearance to access restricted files or classified information from any source that recognizes her Faction.


ROYALTY
Prerequisite: None
Benefit: A Personality’s activities in the public eye generate extra income. This income provides a Fame bonus increase of +4 and an increase in starting wealth x2.


SOW DISTRUST
Prerequisite: None
Benefit: A Personality can turn one character against another. The Personality must spend a Hero Point per target.

The targets must be able to hear and understand the Personality.

The target makes a Will save.

DC 10 + Personality’s ranks in a Charisma based skill.

If the target fails the save, his or her attitude toward the other designated character worsens by one step: helpful turns to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile.
The target makes a Will save whenever the Personality uses this talent against him or her. As long as the target continues to fail the Will save, the Personality can continue taking full-round actions to worsen the target’s attitude toward a designated character. When the target’s attitude drops to hostile, he or she attacks the designated character.

A successful Will save doesn’t restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by the Personality to sow distrust.


TALK DOWN
Prerequisite: None
Benefit: A Personality can talk her way out of trouble. Prior to the start of hostilities or during combat, for one Hero Point spent, the Personality can talk down an opponent. The target must be able to hear her voice.

That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Personality. Any hostile action by the Personality or by one of the Personality’s allies, directed at the opponent allows the opponent to act as he or she sees fit.

To initiate this talent, the Personality must spend a full-round action. Then the opponent makes a Will saving throw.

DC 10 + Personality’s ranks in a Charisma based skill.

If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal.


WINNING SMILE
Prerequisite: None
Benefit: 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.

The target makes a Will saving throw to avoid being persuaded by the Personality’s words and actions.

The DC is 10 + 1/2 class level + 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.

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.

Page tags: archetype mp
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