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View Full Version : [3.5, Base Class] Me, Myself, and I. And a couple more of me. (PEACH)



GuyFawkes
2012-09-27, 11:00 PM
The Persona

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"I gather you've heard of the tale of the good ol' Dr. Jekyll and big bad Mr. Hyde? What they never told you about was the story of the few others that shared that body with the two of 'em." - an old storyteller.

Personas are essentially the Jack of all trades type of class, able to adjust to what is needed for the task at hand, mostly through mundane means, though they do exhibit supernatural abilities, and through one of their multitudes of personalities, are able to exhibit arcane magic or psionic powers. And though they are good at dabbling with everything, they also excel at focusing their talents into one particular aspect.

Adventures: Life on the road is almost a given for the Persona, whose life is a but a long series of being rejected, for who they are or what they are capable of. They find comfort in anonymity, and thus travel from place to place. Due to harsh circumstances that they have been through, most try to seek approval from others by trying to achieve great deeds, while others just try to show their superiority over others who have placed them as outcasts and lowlifes.

Characteristics: Personas are capable of filling almost any role in a party. They could very well live up to being the Jack of all Trades of the group, though through choosing the right abilities, they could pretty much excel at one role.

Alignment: Alignments can be as varied between Personas as there are Personas. And even in an individual Persona, some of her other personalities may exhibit a different belief systems from her, and could lean to a different alignment. However, being a Persona means having the will to control the multitude of voices in her head, that means reigning in their actions to the direction she would generally go for.

Religion: Different Personas worship different gods or goddesses, depending on what leanings they have, most probably worshiping the deity who exhibits the ideals that they strive for the most, or those they could see as someone who would understand their situation the most.

Background: Personas tend to come from turbulent and traumatic childhood, such that they develop coping mechanisms to protect themselves. These coping mechanisms may involve creating an outer shell, a persona, that comes out and takes all of the negative experiences and is also a means of outlet to express themselves when their true selves feel they have no power to do so.

Some Personas may develop rather later in life, and not through traumatic experiences. Some actors and players, for example, delve too deep in their subconscious to try to emulate roles that they are playing, and sometimes go beyond the boundary and create a different "self" entirely.

Races: Most intelligent beings can become Personas, most notably humans and their complex social interactions. Having multiple personalities does not equate to being a Persona; it is having enough willpower to reign in these different personalities to use to your advantage. Thus, races with high Wisdom scores tend to produce good Personas.

Other Classes: Most classes tend to be wary of Personas, as they can drastically change their personalities in an instant, and may seem them as unstable and dangerous, but once they are able to go through that prejudice, they could find worthy allies in the Persona.

Role: The Persona can be anybody, and thus she can do any role in the party. Thrown into an existing party, she can tailor her abilities to fit what is most needed of her or what is lacking in the group. Her primary weakness would be at being a primary spell caster, as the class does not focus too much on spells, though she could do a decent job of being a secondary spell caster.

Adaptation: Since Personas are mostly a mundane class, there are not too many things needed to change to adapt it to any campaign setting, though some of their abilities might be flavored differently or removed entirely to fit some settings that do not involve magic or psionics.

GAME RULE INFORMATION
Personas have the following game statistics.
Abilities: Willpower is the most important attribute for a Persona, thus Wisdom is the key ability score for her. Constitution helps to mitigate low Fortitude saves and an average hit die. The third ability score would depend on what role you want to focus in the most.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Persona's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

The Persona


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
Personae, Jack of All Trades


2nd
+1
+0
+0
+3
Multiple Personalities, Split Personalities (1 effect)


3rd
+2
+1
+1
+3
Jack of all Trades


4th
+3
+1
+1
+4
Hypnotic Induction


5th
+3
+1
+1
+4
Jack of all Trades


6th
+4
+2
+2
+5
Hypnosis (suggestion)


7th
+5
+2
+2
+5
Jack of all Trades


8th
+6/+1
+2
+2
+6
Overdrive


9th
+6/+1
+3
+3
+6
Jack of all Trades


10th
+7/+2
+3
+3
+7
Hypnosis (modify memory), One Mind


11th
+8/+3
+3
+3
+7
Jack of all Trades


12th
+9/+4
+4
+4
+8
Split Personalities (2 effects)


13th
+9/+4
+4
+4
+8
Jack of all Trades


14th
+10/+5
+4
+4
+9
Hypnosis (psychic reformation)


15th
+11/+6/+1
+5
+5
+9
Jack of all Trades


16th
+12/+7/+2
+5
+5
+10
Quintessence


17th
+12/+7/+2
+5
+5
+10
Jack of all Trades


18th
+13/+8/+3
+6
+6
+11
Hypnosis (dominate monster)


19th
+14/+19/+4
+6
+6
+11
Jack of all Trades


20th
+15/+10/+5
+6
+6
+12
One Mask



Class Features
All of the following are class features of the Persona.

Weapon and Armor Proficiencies: The Persona is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Personas are proficient with light armor and shields (except tower shields).

Personae (Ex): The defining ability of the Persona is to switch personalities as easily as switching masks. Personas have experienced multitude of different circumstances both negative and positive to draw on, and an equally numerous personae may be formed, however they generally fall into six distinct archetypes, as detailed below. Each archetype is associated with an ability score, and whenever the Persona switches from one archetype to the other, she switches her Wisdom score with the ability score associated to that archetype. In the case of the Sage archetype, she instead gains a +2 bonus to her Wisdom score. In addition, all skills that have their key ability score the same as the associated ability score of the archetype they are in are treated as trained even without any ranks in them as long as the archetype is in effect.

At 1st level, the Persona can switch freely into any 3 archetype as a standard action for a number of times equal to his original Wisdom modifier per day. This can be any 3 of the 6 archetype per day; once she has switched through 3 archetypes, she can no longer switch to another archetype except between the 3. She can choose different archetypes each day, and this is determined only as soon as she switches into them. At 6th level, she can switch between 4 archetypes, 5 archetypes at 11th, and all archetypes at 16th level. The Persona can stay in an archetype for a number of hours equal to her class level for each instance she switches into a particular archetype. Switching back to normal state (no archetype) does not count as one use of this ability, but shares the same type of action required to shift into an archetype.

Each personality is a different entity on its own, and they may exhibit deviations in their nuances, some more obvious than others. The Persona also cannot remember anything that transpires around her during the time she is in a persona other than her normal self.


The Warrior – The Warrior archetype encompasses all the personae stemming from aggression, rage, anger, ferocity, and hatred. The Warrior is associated with the Strength ability score.

The Trickster – The Trickster defines all personae that exhibit playfulness, deftness, whimsicality, chaos, and adaptability. The Trickster is associated with the Dexterity ability score.

The Braveheart – The Braveheart archetype includes all personae that deal with fortitude, courage, honor, resilience, and the desire to protect. The Braveheart is associated with the Constitution ability score.

The Scholar – The Scholar archetype represents personae that reflect learning, thirst for new knowledge, curiosity, order, and dedication. The Scholar is associated with the Intelligence ability score.

The Sage – The Sage is the embodiment of all personae exhibiting unbending will, steadfast determination, clarity, perseverance, and enlightenment. The Sage is associated with the Wisdom ability score.

The Leader – The Leader archetype deals with all personae showing confidence, decisiveness, tact, cunning, and eloquence. The Leader is associated with the Charisma ability score.

Jack of all Trades (Ex): Along with her different personalities, the Persona gains different abilities that stem from the unconscious retention of skills and abilities of each of the personae within her. At 1st level, and every 2 levels thereafter, the Persona learns one ability from the following list. Some of these abilities can be used by the Persona whether in normal state or switched into an archetype, while other abilities can only be used when switched to a particular archetype. Some abilities have synergies with particular archetypes, making them more potent when used while switched to that archetype, and some have more powerful versions called Overdrives and Quintessence which can be unlocked at higher levels.

Jack of all Trades abilities are affected by the psychic reformation power or similar effects, and you can allocate a new set of abilities afterwards.

AC Bonus (Ex)

When wearing light or no armor and unencumbered, the Persona adds her Wisdom bonus (if any) to her AC. This bonus to AC apply even against touch attacks or when the Persona is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.

Synergy: Whenever the Persona switches into the Sage archetype, she gains additional +1 bonus to AC at 5th level, and every 5 levels thereafter.

Quintessence: As a standard action, the Persona becomes immune to all attacks that require an attack roll targeted at her until the start of her next turn.

Auras (Ex)

The Persona is able to project minor auras and gains minor auras known as a marshal whose level is equal to her class level minus 5 (minimum of level 1).

Synergy: Whenever the Persona switches into the Leader archetype, she instead is able to project minor auras as a marshal equal to her class level. In addition, she can project major auras and gain additional major auras known with bonuses the same as that of a marshal of her class level.

Battle Adept (Ex)

The Persona treats her base attack bonus as equal to her class level.

Synergy: Whenever she is switched into the Warrior archetype, she gets a +2 bonus to melee attack rolls.

Bonus Feats (Ex)

The Persona gains bonus feats. This ability can be taken multiple times, granting access to one bonus feat each time this ability is taken.

Chameleon (Ex/Su)

The Persona gains a competence bonus to Disguise checks equal to her class level (maximum +10).

Synergy: Whenever the Persona is switched to the Leader archetype, she can study a target she wants to mimic. For each minute she spends studying her target, she gains a +1 bonus to Disguise checks made to mimic that particular target, up to a maximum equal to her Charisma modifier.

Overdrive: The Persona studies one target up to a number of rounds equal to her Charisma modifier. She can copy any extraordinary ability the target makes within this time frame. She needs to be able to see and hear the target as it performs the ability in order for her to copy it. This ability ends as soon as the Persona performs any of the copied ability, or when the time frame is over.

Quintessence: The Persona studies one target up to a number of rounds equal to her Charisma modifier. She can copy any supernatural ability the target makes within this time frame. She needs to be able to see and hear the target as it performs the ability in order for her to copy it. This ability ends as soon as the Persona performs any of the copied ability, or when the time frame is over. The copied ability is considered as a supernatural ability when performed by the Persona.

Child of Shadows (Ex/Su)

The Persona gains a competence bonus to Hide checks equal to her class level (maximum +10).

Overdrive: Whenever the Persona is switched to the Trickster archetype, she can use the Hide in Plain Sight, as the assassin ability.

Quintessence: Whenever the Persona uses the Overdrive option of this ability, she can choose to instead gain the effects of greater invisibility spell. The effect lasts for a number of rounds equal to the Persona's class level. This is a supernatural effect.

Exuding Confidence (Ex)

Whenever the Persona fails a Bluff, Diplomacy, or Intimidate check, she can attempt to make another roll. She must take the second roll regardless of the result. This ability can only be used when switched into the Leader archetype.


Grace Under Pressure (Ex)

The Persona can take 10 on any skill check even when under duress, such as in combat situations.

Knack (Ex)

The Persona gains additional skills as class skills. This ability can be taken multiple times, and she gains any 3 skills as class skills each time this ability is taken. In addition, the Persona gains an additional skill point per class level each time this ability is taken.

Lionheart (Ex)

The Persona gains 1 temporary hit point for every class level she has.

Synergy: Whenever she is switched into the Braveheart archetype, she instead gains 2 temporary hit points per class level she has. The Persona gets the full temporary hit point total every time she switches into the Braveheart archetype.

Maneuvers/Stances (Ex)

Upon choosing this ability, the Persona chooses three disciplines. She learns maneuvers and stances and can prepare maneuvers as a warblade whose level is equal to half her class levels (minimum of level 1). This ability can only be used when switched into the Warrior or Braveheart archetypes.

Overdrive: This ability enables the Persona to use one maneuver 1 or 2 levels higher than her current highest maneuver level.

Quintessence: The persona can use one maneuver of 8th or 9th level.

Monster Hunter (Ex)

The Persona can spend a full round action to study a particular target. Next round, and until the end of the encounter, the Persona gains a +2 insight bonus to all skill checks against the target, as well as a +2 insight bonus to attack and damage rolls against the target.

Synergy: Whenever the Persona is switched into the Sage archetype, she gains an additional +2 bonus at 5th level and every 5 levels thereafter.

Overdrive: The Persona takes a standard action instead of a full round action to study the target. In addition, she can apply the bonuses granted by this ability to all creatures with similar type and subtype as the target for a number of rounds equal to her Wisdom modifier.

Quintessence: The Persona takes a swift action instead of a full round action to study the target. In addition, she gains a bonus to his AC and saves against the target equal to half the bonus granted by the Monster Hunter ability for a number of rounds equal to her Wisdom modifier.

Perfect Clarity (Ex)

Whenever the Persona fails a Perception or Sense Motive check, she can attempt to make another roll. She must take the second roll regardless of the result. This ability can only be used when switched into the Sage archetype.

Powers (Ps)

The Persona learns powers and gains power points as a psion whose level is equal to half her class levels (minimum of level 1). She also chooses one discipline and gains the powers granted at appropriate levels. This ability can only be used when switched into the Scholar archetype.

Overdrive: This ability enables the Persona to use one power 1 or 2 levels higher than her current highest power level. Doing so does not cost any power points, however XP costs are paid as normal.

Quintessence: The persona can use a power of 8th or 9th level. Doing so does not cost any power points, however XP costs are paid as normal.

Rage (Ex)

The Persona can fly into a rage as the barbarian ability once per day. She gains additional uses of this ability at 8th and 16th levels. This ability can only be used when switched into the Warrior archetype.

Overdrive: The Persona can instead enter Greater Rage. This ability can only be unlocked at 11th level.

Quintessence: The Persona can enter Mighty Rage. This ability can only be unlocked at the 20th level.

Sacrifice (Su):

The Persona can choose to sacrifice his own life force to channel positive energy into her allies, healing them of their injuries. For every hit point she sacrifices, she can heal 1 hit point of damage for one of her allies. She needs to be able to touch her target for this ability to work. The Persona can use to sacrifice temporary hit points for this ability.

Synergy: Whenever the Persona is switched into the Braveheart archetype, every time she uses this ability, she instead heals 2 hit points of damage for every hit point she sacrifices.

Overdrive: The Persona can heal ability score damage, but must sacrifice 10 hit points for every point of ability score damage removed.

Quintessence: The Persona can choose to sacrifice all of her remaining hit points to raise a fallen comrade, as the resurrection spell. She must have at least 50% of her maximum hit points to be able to use this ability, and the target must have died within Constitution modifier hours for this ability to work. After using this ability, the Persona is at 0 hit points, unconscious and stable.

Sentinel (Ex)

Whenever the Persona is within 30 feet of an ally, she gains fast healing 1.

Synergy: Whenever the Persona is switched into the Braveheart archetype, her fast healing value increases by 1 at 5th level and every 5 levels thereafter.

Overdrive: The Persona can redirect any damage received by any ally within 30 feet to herself for a number of rounds equal to her Constitution modifier.

Quintessence: The Persona instead gains regeneration for a number of rounds equal to her Constitution modifier. In addition, she can reflect any damage dealt by a single source to her or any ally within 30 feet to any enemy within 60 feet once per round.

Skirmish (Ex)

Whenever the Persona moves at least 10 feet, she deals an additional 1d6 points of damage to all attacks made that round. This damage increases by an additional 1d6 for every 4 levels after 1st. This damage is treated as precision damage.

This ability can only be used when the Persona is wearing light armor and is not encumbered.

Synergy: Whenever the Persona is switched into the Trickster archetype, she gains a +1 dodge bonus to Armor Class at 3rd level during any round in which she moves at least 10 feet. The bonus applies as soon as the Persona has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

Overdrive: This ability enables the Persona to deal skirmish damage even against creatures normally immune to precision damage. In addition, she can instead choose to sacrifice each die of the additional skirmish damage to stun the target for 1 round per die of skirmish damage sacrificed.

Quintessence: The Persona can make a number of attacks equal to the number of attacks granted by a full attack action, and she can move up to her speed before each attack. She can choose one target for all attacks or a different one for each attack. Each attack gains the full benefit of the skirmish ability, as well as any bonus damage that applies, as long as she moves at least 10 feet before the first attack.

Sneak Attack (Ex)

Whenever the Persona attacks a target who has been denied of its Dexterity bonus to AC, or is flanked, the Persona deals an additional 1d6 points of damage to all attacks made that round. She deals an additional 1d6 damage at 5th level and every 4 levels after that. This additional damage is precision damage, and does not work on targets normally immune to precision damage.

Synergy: Whenever the Persona uses this ability while switched into the Trickster archetype, she instead deals additional sneak attack damage as that of a rogue of her class level.

Overdrive: This ability enables the Persona to deal sneak attack damage even against creatures normally immune to precision damage. In addition, she can instead choose to sacrifice each die of the additional sneak attack damage to deal 1 Con damage to the target per die of sneak attack damage sacrificed.

Quintessence: The Persona can forgo all of the bonus damage from the sneak attack ability to make one death attack against the target. This attack is a standard action, and the target must succeed on a Fortitude save with the DC equal to 10 + 1/2 class level + Dexterity modifier or die. If the target succeeds, it instead becomes staggered for a number of rounds equal to the number of dice of sneak attack bonus damage she has.

Spell Steal (Sp)

The Persona can imitate one arcane spell she has seen in the last round and cast it as a spell-like ability. She must be able to identify the spell with an appropriate Spellcraft check, and she must do this within one round of having seen the arcane spell being cast. The Persona can do this once per encounter, and she can imitate spells up to spell levels known by a wizard one-fourth her class level (minimum of 0-level, cantrips).

Synergy: Whenever the Persona is switched into the Scholar archetype, she can instead imitate spells of up to spell levels known by a wizard half her class level. In addition, she can imitate a spell cast within Intelligence modifier rounds rather than only the previous round, and she can use this ability 2 times per encounter.

Overdrive: The Persona can imitate a spell whose spell level is 1 or 2 levels higher than her current highest spell level allowed.

Quintessence: She can imitate a spell of 8th or 9th level.

Supreme Marksman (Ex)

Upon learning this ability, the Persona can make attacks of opportunity with a bow or crossbow, and does not provoke attacks of opportunity when firing with a bow or crossbow in melee. She threatens out to a range equal to 5 feet per 2 class levels. This ability can only be used when switched into the Trickster archetype.

Overdrive: For a number of rounds equal to her Dexterity modifier, the Persona doubles the range limit for any special ranged attacks or bonuses to ranged attacks, such as precision damage, Point Blank Shot, or the area she threatens with a bow.

Quintessence: For a number of rounds equal to her Dexterity modifier, the Persona can throw or fire a ranged weapon at any target within line of sight, with no penalty for range. In addition, she can apply any special ranged attacks or bonuses to ranged attacks, such as precision damage, Point Blank Shot, and other similar effects.

Technique (Ex)

The Persona can instead use her Dexterity modifier instead of her Strength modifier for attack and damage rolls.

Synergy: Whenever she is switched into the Trickster archetype, she can also use her Dexterity modifier for combat maneuvers such as bull rush, trip, or grapple that usually use the Strength modifier.

Unerring Knowledge (Ex)

Whenever the Persona fails a Knowledge check, she can attempt to make another roll. She must take the second roll regardless of the result. This ability can only be used when switched into the Scholar archetype.

Wild Shape (Su)

The Persona gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. The form chosen must be that of an animal the druid is familiar with, and the new form’s Hit Dice can’t exceed the character’s Persona class levels. The effect lasts for as long as the Persona is switched into the Sage archetype, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the Persona reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Persona's feet.

The Persona loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The Persona can use this ability more times per day at 8th and 16th level.

At 16th level, the Persona becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (The Persona can’t use this ability to take the form of a plant that isn’t a creature.)

This ability can only be used when switched into the Sage archetype.

Overdrive: The Persona gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level for a number of rounds equal to her Wisdom modifier.

Quintessence: The Persona becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) for a number of rounds equal to her Wisdom modifier. In addition to the normal effects of wild shape, the Persona gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

Multiple Personalities (Ex): At 2nd level, the Persona's different personae continue to grow. Each of the gain their own meaning of "self"; each persona may call itself by a different name, have its own beliefs, identity, and personality distinct from the others. They also develop abilities distinct for each of them according to their personalities, as follows:


The Warrior - she becomes proficient with martial weapons, as well as one melee exotic and one ranged weapon of her choice. This choice must be made upon acquiring this ability, and cannot be changed.
The Trickster - she uses the good Reflex saves progression.
The Braveheart - she uses the good Fortitude saves progression.
The Scholar - she gains an insight bonus to all Intelligence-based skill checks equal to one-fourth her Persona class level (minimum 1).
The Sage - she gains an insight bonus to all Wisdom-based skill checks equal to one-fourth her Persona class level (minimum 1).
The Leader - she she gains an insight bonus to all Charisma-based skill checks equal to one-fourth her Persona class level (minimum 1).

These abilities are active as long as the Persona is switched to the particular archetype they are attributed to.

Split Personalities (Ex): Starting at 2nd level, whenever the Persona switches from one archetype to another, she can choose to ignore 1 mind-affecting effect currently active on her, for as long as she is in an archetype different from the archetype (or normal state) she was in when she suffered that effect. At 12th level, she can ignore 2 mind-affecting effects at a time.

Hypnotic Induction (Ex): At 4th level, the Persona learns to use hypnosis as a means to facilitate quicker switching from one archetype to another. Each day, she can spend a few minutes to undergo the process of hypnotic induction. The Persona has to roll an Autohypnosis check with a DC of 15. If she succeeds, for the rest of the day, she can utter a few keywords to make her switching into archetypes faster, making it as a move action instead of a standard action. If she fails, she can still switch as a move action, but due to errors in the process, she also becomes susceptible to suggestions from outside sources, receiving a -2 penalty to Will saves against mind affecting effects. At 14th level, the Persona takes only a swift action to switch archetypes.

The Persona can also initiate hypnotic induction on any one target she can see, and the target must be able to see and hear the Persona for this to work. As a standard action, the Persona makes a Autohypnosis roll. If the target fails a Will save with the DC equal to the Autohypnosis roll, the target suffers a -2 penalty to AC and Will saves for a number of rounds equal to the Persona’s class level. If a target succeeds on its saving throw against this ability, it is immune to this effect for 24 hours.

At 14th level, the action required to do this ability is reduced to a move action.

Hypnosis (Ex): At 6th level, the Persona begins to learn different hypnosis techniques. Whenever an enemy is under hypnotic induction, as a move action, she can utter a few key words to make the target obey her commands. The target behaves similar to being under a suggestion spell, but the duration uses the remaining duration of the Hypnotic Induction ability.

At 10th level, the Persona can use this ability to modify her target's memory, as if the target is affected by the modify memory spell. At 14th level, she can use this ability to reformat the target's psyche, as the psychic reformation power. She and the target must pay the XP cost as normal. At 18th level, she can control her target similar to a dominate monster spell, with the duration using the remaining duration of the Hypnotic Induction ability.

The target gains a Will save for all of these effects, with the DC equal to 10 + 1/2 class level + Wisdom modifier.

At 14th level, the Persona can use this ability as a swift action.

Overdrive (Ex): At 8th level, the Persona can channel the very essence of her persona to achieve a heightened level of synergy with a particular ability. The Persona can now use the Overdrive option for certain Jack of all Trades abilities. She must be switched into the archetype that has synergy with the particular Jack of all Trades ability. Using this ability pushes the particular persona over her limit of concentration, sending her back into the Persona's subconscious and immediately reverts her into her normal state at the end of the ability.

Overdrives are activated using the same action as the original ability or through a swift action, unless otherwise noted. Only one Overdrive can be activated each round.

One Mind (Ex): At 10th level, the Persona breaks the boundaries between her different Personae. She gains the ability to be conscious even when switched to another personas, such that she gains all knowledge of events they experience as if she was there herself. In addition, she can gain the benefit of the Multiple Personalities ability of any one archetype she is not currently switched into for a number of times equal to half her Persona class levels per day. Each use lasts for a number of rounds equal to her original Wisdom modifier.

Quintessence (Ex): By 16th level, the Persona unlocks the highest potentials of her abilities. She can now use the Quintessence options for certain Jack of all Trades abilities. As with the Overdrive ability, the Persona must be switched into the archetype that has synergy with the particular Jack of all Trades ability. This is more taxing than the Overdrive ability in that aside from the Persona immediately reverting into her normal state at the end of the ability, she cannot switch into any persona for 1d4 rounds.

Quintessences are activated using the same action as the original ability or through a swift action, unless otherwise noted. Only one Quintessence can be activated each round and only one Quintessence can be active at any one time.

One Mask (Ex): At 20th level, the Persona has full control over his different personalities, being one of them and at the same time being all of them, and she is able to be who she wants to be on a whim. She can now switch into different archetypes as a free action once per round even without having to rely on hypnosis. As a result of being multiple minds at once, she becomes immune to all mind-affecting effects.

In addition, whenever she is switched into an archetype, she gains the benefit of another archetype as if she is switched into that archetype as well, gaining the Multiple Personalities ability of that archetype as well as being able to synergize with and use Overdrives and Quintessence of Jack of all Trades abilities linked to that archetype. She does not, however, gain the bonus of the Personae ability for that second archetype. This second archetype is chosen every time the Persona switches into an archetype.

GuyFawkes
2012-09-27, 11:02 PM
Reserved for whatever.

GuyFawkes
2012-09-27, 11:05 PM
Reposted for PEACHing. Also, I would love for more ideas for the Jack of All Trades ability. I'd like for it to be as extensive as could be.

Amechra
2012-09-27, 11:22 PM
Out of curiosity, where is that image from?

I might want to make use of it at some point...

GuyFawkes
2012-09-27, 11:44 PM
I misplaced the link somewhere. It's a deviantart pic, just search multiple personalities.

GuyFawkes
2012-10-08, 12:55 AM
Added a new Jack of all Trades ability:

Child of Shadows (Ex/Su)

The Persona gains a competence bonus to Hide checks equal to her class level (maximum +10).

Overdrive: Whenever the Persona is switched to the Trickster archetype, she can use the Hide in Plain Sight, as the assassin ability.

Quintessence: Whenever the Persona uses the Overdrive option of this ability, she can choose to instead gain the effects of greater invisibility spell. The effect lasts for a number of rounds equal to the Persona's class level. This is a supernatural effect.