Personality

Famous entertainers, actors, politicians, or even just popular internet sensations, Personalities are well known in pop culture and in media as well. Personalities possess a certain form of influence, clout, and reach unobtainable by many others, and can utilize that newfound relevance to gain more popularity and spread their word.

**Performance (Ex)**

At 2nd level, A personality is trained to use the Perform skill to create soothing or energizing effects on those around it, including itself if desired. It can use this ability for a number of rounds per day equal to 4 + its Charisma modifier. These performances can take many forms, from a rousing speech, a killer guitar riff, or a series of jokes. At each level after 1st a personality can use musical performance for 2 additional rounds per day. Each round, the personality can produce any one of the types of performance that it has mastered, as indicated by its level. Starting a performance is a standard action, but it can be maintained each round as a free action. Changing a musical performance from one effect to another requires the personality to stop the previous performance and start a new one as a standard action. A performance cannot be disrupted, but it ends immediately if the personality is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A personality cannot have more than one performance in effect at one time.

At 8th level, a personality can start a performance as a move action instead of a standard action. At 14th level, a personality can start a performance as a swift action. Each performance has audible components, visual components, or both.

If a performance has audible components, the targets must be able to hear the personality for the performance to have any effect, and such performances are language dependent. A deaf personality has a 20% change to fail when attempting to use a performance with an audible component. If it fails this check, the attempt still counts against its daily limit. Deaf creatures are immune to musical performances with audible components.

If a musical performance has a visual component, the targets must have line of sight to the personality for the performance to have any effect. A blind personality has a 50% chance to fail when attempting to use a musical performance with a visual component. If it fails this check, the attempt still counts against its daily limit. Blind creatures are immune to musical performances with visual components.

**Distraction (Ex)**

At 2nd level, a  personality can use its performance to counter effects that depend on sight. Each round of the distraction, it makes a Perform (act, comedy, dance, instrument, or oratory) skill check. Any creature within 30 feet of the  personality (including the  personality itself) may use the  personality’s Perform check result in place of a will saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of an effect that alters their perception, or a fear effect, it gains another saving throw against the effect each round it sees or hears this distraction, but it must use the  personality’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on either visual or audio components.

**Fascinate (Ex)**

At 2nd level, a  personality can use its performance to cause one or more creatures to become fascinated with it. Each creature to be fascinated must be within 90 feet, able to see and hear the  personality, and capable of paying attention to it. The  personality must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a  personality has attained beyond 1st, the personality can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the  personality’s level + the  personality’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the  personality cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the  personality continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

**Inspire Courage (Ex)**

A 2nd level a personality can use its performance to inspire courage in its allies (including itself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the  personality’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six  personality levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The  personality must choose which component to use when starting its performance.

**Personality Specialty (Ex)**

At 2nd level, A Personality has a specific realm of influence in which they are known and in which they thrive. Whether you're a sweet pop star who collects people's hearts, a sharp tongued Internet personality, a witty Talkshow host or a Baseball badboy, this is why you’re popular in the first place. This choice always grants you bonuses in a specific performance type as well as other abilities. At 6th and 14th levels these abilities improve. You must select one.

*Cinema Star:*

Cinema stars select a single skill. This skill should represent their big screen forte (Such as an actor who often plays villains choosing bluff of intimidate, or an actor who is always a super hero taking diplomacy or acrobatics). They add ½ of their Personality level to the selected skill, and to disguise, Perform (Acting), and profession (Personality). In addition, once per day, the Cinema Star can choose to re-roll any 1 d20 roll they have rolled.

6th Level: You gain the leadership feat as a bonus feat without needing to meet the prerequisites. In addition by spending 1 round of your performance, you can replace any skill check with a perform (Acting) check instead.

14th Level: You have learned to feign death expertly in your acting. When you are defeated or killed, you can expend any number of rounds of your performance. For every 2 spent you heal 10 hitpoints. If this would bring you back to life or from unconsciousness, you gain a +2 bonus to all d20 rolls and damage rolls for 1 round per point of charisma that you possess. You can make a perform (acting) or bluff check to maintain the illusion that you are actually dead.

*Sports Hero:*

Sports Stars select a single skill, This skill should represent their sport of choice (Such as a Baseball star with Perception to spot the ball, a Soccer player with Bluff to feint, or a Hockey Player with Perform Ice Skating). They add ½ of their Personality level to the selected skill, and to Acrobatics, Perform (Sport of their choice), and profession (Personality). In addition the Sports star can use strength, dexterity, or constitution (Selected when this ability is gained) in place of their charisma modifier when using perform (Sport of their choice) if they would like. Finally, they gain a +1 bonus to a single kind of roll (Attack, Reflex, Fortitude, or Will).

6th Level: The Sports hero gains the feat snatch arrow as a bonus feat. It does not need not meet the prerequisites. The Sports hero can spend 1 round of it’s performance and choose to make a perform (sport) check in place of an attack roll, reflex, fortitude, or will saving throw, whichever was selected for the above ability. This is still the same kind of saving throw or attack roll, and simply uses that bonus and so it can still critically fail or succeed, and the bonus granted from the above ability applies to this roll still.

14th Level: Once per day, the Sports hero can spend a full round action. The Sports hero can move up to its charge speed, and make up to 3 turns during this charge. At any point during this movement, The sports hero can make any melee attacks that they would normally be able to make in a full attack (This does not allow for two weapon fighting). If the sports hero hits the enemy must make a reflex saving throw or be knocked prone.

*Internet Sensation:*

Internet Sensations select a single skill, This skill should represent their online persona (Such as a personality who does video game lets plays taking sleight of hand for nimble fingers, or a pretty live streamer taking Diplomacy to draw in views, or a prank video star having good bluff). The Internet Sensation adds ½ of their Personality level to the selected skill, and to Use Computer, Perform (Acting), and profession (Personality). In addition, once per day, the internet sensation can take 10 on a use computer check.

6th Level: The Internet Sensation gains the digital leadership feat as a bonus feat without needing to meet the prerequisites. In addition the Internet Sensation can choose to make a perform (Acting) check in place of a use computer check, or can make a use computer check in place of a perform (Acting) check by spending 1 round of perform.

14th Level: The Internet Sensation can requisition aid from it’s followers. Whenever it has access to the internet it can make a perform (Acting) or use computer check in place of an investigate check, and information gathered from researching in this way is found twice as fast. In addition, you launch a successful merch line. Whenever you receive a paycheck, you gain an additional +1 bonus to your wealth score. Finally you can spend 1 day and all of your uses of performance to put on a publicity stunt to garner attention. This requires a perform (Acting) check against a DC of 15. A successful check means that your stunt garners popularity in many locations and effects up to 25,000 people. For every 5 that you beat it by, the more people take notice and this number doubles. This can be used to aid in covering up any news events that may be going on otherwise, or to push a specific agenda or ideology among large masses of people and works similarly to a diplomacy check.

*Musician:*

Musicians select a single skill, this skill should represent their on stage persona (Such as a cute pop star having diplomacy, a death metal guitarist having intimidate, or a techno-dubstep musician having use computer). They add ½ of their Personality level to the selected skill, and to Perform (Dance), Perform (Instrument), Perform (Sing), and profession (Personality). In addition, the Musician increases the save DC of it's performances by +1.

6th Level: The Musician gains the ability to inspire heroics in it’s allies. To inspire heroics, the musician begins a performance, and a number of creatures within 30 feet equal to the musician’s charisma modifier, who must be able to see and hear the musician, gain inspiration from it. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components. In addition, the songs of the Musician Personality always get stuck in your head. As such, a musician Personality's musical performances last for 3 rounds after they stop playing them as if they were still making a musical performance.

14th Level: The Musician can choose for creature effected by it’s performance to not suffer from any of the side effects or gain the bonuses of the performance for up to 1 day per Personality level. At any point in time during that duration, the personality can choose for the musical performance to take effect, then effecting the creature as if the song was playing for a duration equal to the number of rounds that the song had played when the effect initially began. The musician does not regain those uses of it’s performance until it triggers this effect. If multiple creatures are effected, you can do this for 1 creature per point in the musician’s charisma modifier.

*Comedian:*

Comedians select a single skill, this skill should represent their on stage persona (Such as a Talk Show host having Diplomacy to be friendly to their guests, a Game show host having some sort of knowledge in his game's source material, or a funny magician with sleight of hand). They add ½ of their Personality level to the selected skill, and to Perform (comedy), Perform (Acting), and profession (Personality). In addition a number of times per day equal to 3+ The Commedian's Charisma modfier, as a standard action, the comedian can tell a joke to a creature within 30 feet as a As a perform acting or perform comedy check. This works like a feint attempt and feint feats apply to this. Once a creature has been affected by this ability, it is immune to its effects for 24 hours. This is a mind-affecting effect.

6th Level: The Comedian can initiate it’s performance as a move action instead of a standard action. When using their comedian ability to tell an enemy a joke, they can spend 2 uses of it to force the enemy to make a will saving throw. On a failed save, the target falls prone and begins laughing. Every round the creature gains another saving throw to ignore this effect for 1d4 rounds. If the creature or one of it’s allies is attacked it immediately ends the effect. This is a mind effecting ability.

14th Level: The comedian can initiate it’s performance as a swift action instead of a move action. When the comedian tells a joke to an opponent, the opponent takes a penalty to it’s armor class equal to the comedian’s charisma modifier for 1 round. The Comedian can make a joke as part of any performance, working it into their routine, and therefore on a round when the comedian makes a joke after beginning it’s performance, the performance still continues without needing to spend another round of performance and still granting the benefits of the performance. If an enemy is effected by the joke 3 times within a single encounter, it must make a will saving throw or take 1d4 charisma damage.

*Politician:*

Whether you're a corrupt politician within the Senate, or you run for office in your local town, you're a politician through and through.

Politicians select a single skill, this skill should represent their persona (Such as a war-mongering loudmouth representative having intimidate, A likable young senator with mob ties having Stealth, or an old, wise Judge having knowledge streetwise). They add 1/2 of their Personality level to the selected skill, and to Perform (Oratory), Bluff, and profession (Personality). In addition, the Politician can use it’s charisma modifier in place of it’s dexterity modifier to determine it’s armor class.

6th Level: The Sense Motive DC needed for a police officer, a politician, or other governmental functionary in a large town or larger settlement to gain a hunch about the politician’s trustworthiness is increased by an amount equal to its Charisma modifier+ 1/2 the politician’s Personality level (base of 20). On a failed check, the politician is seen as trustworthy regardless of the situation. In addition if the politician bribes a creature, it gains a +4 bonus to the wealth check to do so, and the politician’s wealth check is treated as 4 higher to determine if it loses any wealth bonus from this transaction. In addition, The politician can spend 1 round of performance to make a perform (Oratory) check in place of a bluff or diplomacy check. Finally, once per day when the politician fails a bluff or diplomacy check, it can re-roll the check at an additional +4 bonus.

14th Level: The politician now adds it’s full Personality level instead of ½ to the DC to determine whether or not the politician is trustworthy. When the politician begins a performance that effects allies, it can fill them with hope, granting those allies with 1d10+Politician level in temporary hitpoints for the duration of the performance. If using a performance that effects enemies however, if they are effected, they are exhausted for the duration of the performance.

*Dancer:*

Your moves are lithe and graceful as a ballerina.... Or swift and erratic as an interpretive dancer, or maybe you perform more... sultry numbers. Whatever it is, you're a dancer and you're good at what you do.

Dancers select a skill, this skill should represent their persona (Such as a Ballerina needing diplomacy to enrapture the crowd, an anonymous group of masked dancers needing Disguise, or someone who does the Robot needing bluff). They add ½ of their Personality level to the selected skill, and to Perform (Dance), Acrobatics, and profession (Personality). In addition, the dancer can make perform (Dance) checks in place of acrobatics checks at any time.

6th Level: The Personality can begin a performance and target itself or one ally within 30 feet. The number of creatures it can target increases by 1 for every 4 levels the dancer possess in personality. Effected creatures gain a +1 dodge bonus to their armor class as well as another +1 for every 5 levels it possesses in the Personality class. By spending 1 round of performance, the dancer can make a perform dance check in place of a reflex saving throw.

14th Level: The Personality gains a new dance as a musical performance. This does one of two things depending on the creature. This effects creatures within 30 feet that can see and hear the Personality. Enemies that can see and hear him take a -2 penalty on all attack rolls, saving throws, and armor class for the duration of the musical performance. When fighting blind enemies, or enemies with Blindsense, Blindsight, or tremorsense, is where this really shines. Their movements become difficult to pinpoint and against creatures with those abilities they gain a 50% miss chance. In addition they cannot suppress those vision methods while effected by the dance.

*Thespian:*

Not one to act on the small or big screen, live audiences is where you thrive. The stage calls your name. Enter Stage right!

Thespians select a single skill, this skill should represent their persona (Such as a classical actor with ranks in knowledge history, a costume actor with ranks in Disguise or a method actor with ranks in Bluff). They add 1/2 of their Personality level to the selected skill, and to Perform (Oratory), Perform (Acting), and profession (Personality). In addition, you gain the Master of Disguise talent from the force of personality talent tree as a bonus talent.

6th Level: The Thespian selects a single talent tree from a different class. The thespian gains 1 talent that it qualifies for from that talent tree and can select from that talent tree any time it would gain a new talent as a thespian.

14th Level: You have learned to invoke dramatic emotion in creatures who hear your monologues. When you effect a creature with a performance you can choose to grant one of the following. This is at no additional cost.

Gain 1d10 temporary hitpoints

Increase all morale bonuses granted by the performance by +1

Target is shaken if they fail their saving throw

Target is sickened if they fail their saving throw

Target is dazzled if they fail their saving throw

*Model:*

Models select a single skill, this skill should represent their persona (Such as a sassy fashionista having intimidate, A swimsuit model having Swim, or a multi-cultural icon having Linguistics). They add ½ of their Personality level to the selected skill, and to Perform (Modeling), and profession (Personality). In addition, When using the Fascinate ability of performance, they can target an additional +3 creatures.

6th Level: When purchasing clothing, it is always designer without extra cost. The level of designer clothing is +1 for every 4 levels in personality that the model possesses to a maximum of +5. By spending 1 round of performance as a free action, the model can ignore rough terrain until the beginning of it’s next turn as it’s used to walking in difficult shoes along uneven runways.

14th Level: The Model gains the feat Object Improvement 3 times, selecting three different options from the feat list. With each option the model selects either feet, belt, head, shoulders, body, or hands, and the model cannot select an option more than once. Whenever the Model wears designer clothing, it gains the bonus so long as it is wearing a clothing item of the type it selected. When the model sells an item that it has previously owned, it treats the purchase DC as an amount higher equal to the model’s charisma modifier to determine if their wealth check will go up from it..

*Lewd Star:*

Lewd Stars select a single skill, this skill should represent their persona (Such as an S&M model having ranks in Escape Artist, A Dominatrix having ranks in Intimidate, or a sexy Nurse film star having ranks in heal). They add ½ of their Personality level to the selected skill, and to Perform (dance), Diplomacy, and profession (Personality). In addition, when the lewd star uses the distraction ability of performance, the Lewd Star increases the range by 30 feet.

6th Level: As a standard action, the Lewd Star can make a diplomacy or sense motive check against all creatures that it can see within 100 feet. A successful check allows it to know the base desires of all creatures within that range. It learns every creature’s charisma score, and it learns the most pressing current desire of a number of creatures equal to it’s charisma modifier. The Lewd star can use this ability once per day as well as an additional time per day for every 3 levels it possesses in this class. Once per month when receiving money, the lewd star can choose to make a diplomacy check DC 25. If successful it gains +1d4 to it’s wealth instead of +1. By spending 1 round of performance, the Lewd star can make a perform (Dance) check in place of any diplomacy or bluff check.

14th Level: The Lewd Star now fatigues any enemies that fail it’s saving throw vs. one of it’s performances. The Lewd star can spend 10 minutes to prepare a special sexy encounter, and can send a sexy video to a number of creatures that it can contact equal to its charisma modifier. This costs 4 rounds of performance for every creature effected by this. Whenever the creature would like, it can choose to watch the performance and gain the benefits of the encounter for the number of rounds. Not all rounds must be used consecutively, and it’s a swift action to start it and a free action to end it. This video lasts for 1 day per Personality level or until the duration is used up, whichever comes first. During this time the personality does not regain those spent rounds of perform.

*Nobility:*

Nobility select a single skill, this skill should represent their persona (Such as a fast talking princess with Bluff, A Despotic Duke with Disable Device, or a tyrannical Dictator with Intimidate). They add ½ of their Personality level to the selected skill, and to Perform (Oratory), Knowledge Current Events, and profession (Personality). In addition, When using the inspire courage ability, the Noble grants a +2 morale bonus to all skill checks for it's duration as well.

6th Level: The Nobility can make Perform (Oratory) skill checks instead of intimidate or diplomacy checks by spending 1 round of performance. When using a performance to improve an ally’s abilities, enemies within the area must make a will saving throw or be rattled for 1d6+Charisma modifier rounds. When using a performance to target an opponent, allies within the area gain a +1 circumstance bonus to saving throws for the duration.

14th Level: The Noble can issue a royal decree or unleash a political rant. The Noble’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 begin a performance. The emotion he or she arouses affects one target per personality level within 30 feet of the Personality (or within 30 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 targets last until the performance ends.

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

*Despair:* The target takes a morale penalty equal to the Personality’s charisma modifier on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

*Hope:* The target gains a  morale bonus equal to the personality’s charisma modifier on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

*Profession:*

Profession stars select two skills, these skills should represent their persona (Such as a Chef having Craft cullinary, and Sleight of hand or a TV doctor having treat wound and Knowledge earth and life science). They add ½ of their Personality level to the selected skill, and to any Perform of their choice that should match their profession, and profession (Personality). In addition they gain skill focus as a bonus feat to one of these skills.

6th Level: The Personality gains skill focus as a bonus feat to another skill. In addition the profession can spend a round of it’s performance ability to add 1d6 to any d20 roll that pertains to its profession in some way, shape, or form as approved by the GM.

14th Level: The Personality gains skill focus as a bonus feat to another skill. When the Personality spends a round of performance, it now adds 1d8 to a d20 roll instead. When using the performance normally, the personality adds 1d4 to a single D20 roll of their choice every round.

**Improved Accommodations (Ex):**

At 4th level, the Personality gains the Occupation for either Internet personality or celebrity. This is in addition to whatever occupation they already possess. If the Personality already possessed the Internet personality or celebrity occupation, they can select a new one. The Personality uses the better pay check of the occupations, gains the starting wealth bonus, the skills, and the occupational ability.

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.

 **Economy transportation to first-class** | 25

**Expanded Range (Ex):**

At 6th level, the Personality’s influence and popularity grows. The Personality can choose for any radio, television, smartphone, or computer that they know the location of to be themselves for the purpose of one of their performances. This would allow them to play a performance on the radio and effect another creature across town, or even the world.

At 12th level, This effect can also target a number of devices in different locations equal to the Personality’s charisma modifier.

At 16th level, As a full round action, The personality can put on a performance that can be broadcast through any device that could access the performance across the world such as television, radio or an internet broadcast. This can grant the effects of the performance to any creature that tunes in. Alternatively the personality can use a performance as if it were coming from one of its followers or fans as they sing, dance, or speak in a manner mimicking the personality. This can be used, regardless of where the follower is on the planet, so long as they would have access to the performance in the past. The personality simply needs to know where the  follower is to use the ability. This treats the follower as the personality to determine the range of the performance.

**Inspire Competence (Su)**

A Personality of 6th level or higher can use its performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the personality. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the personality’s performance. This bonus increases by +1 for every four levels the personality has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A personality can't inspire competence in itself. Inspire competence relies on audible components.

**Winning Smile (Ex)**

At 8th 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 (Ex)**

At 20th level, Once per day the Personality can whip people into a frenzy over it’s words by denouncing a particular group or creature publically. This is initiated by spending 10 minutes. To be affected, All creatures must be able to see or hear the Personality perform and be within 120 feet. The Nobility decides which kind of speech it will give. A speech of distrust, a speech of hope, A speech of reclamation, a speech to incite riot, or a speech of violence. Creatures in the area must make a will saving throw or suffer from the effects for 1d4 hours. Creatures that do not agree with the political views of the noble are unaffected by this and instead are staggered for 1d4 rounds and then fatigued and sickened for 1d4 hours afterward. If they fail their saving throw. If they succeed in their saving throw they are instead just sickened for 1d6 minutes.

 Hope
 Reclamation
 Riot
 Violence