Persona User (3.5e Class)

"Welcome to the Velvet Room." -Igor

Persona User

You are a Persona User. You have seen your own true face and that has made you stronger. Strong enough to fight for what you believe in, strong enough to protect what matters, or strong enough to crush anyone or anything that gets in your way. Whatever you decide, as you come to terms with who you are, who you were, and who you are becoming, your power will grow and take shape. However, what that shape is will depend on you.

Making a Persona User

It depends on how you build it but it can potentially fill any role in the party.

Abilities: First and foremost comes Wisdom. It determines how a Persona user understands himself and others and is what he uses to manifest his power. Followed by Charisma (should you choose to battle alongside friends) and Constitution (should you choose to battle alone).

Races: Any person with a strong will can call upon a persona (requires a sense of self)

Alignment: Any (Mostly Chaotic)

Classes: Cannot have Psionic Powers

Starting Gold: 3d4*10 (being introspective doesn't pay that well...).

Starting Age: Any age (It's never too early to learn something about yourself, or too late for that matter).

Table: The Persona User

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill
1st+1+0+1+2 Persona!, My True weapon, Chosen Arcana 2021
2nd+2+0+1+2 Mind Over Matter, I've Got My Back, Quick summon 3432
3rd+3+1+1+2 Bonus Feat, Uncanny Dodge 4832
4th+4+1+2+3 Follow Up, Regenerate 5943
5th+5+1+2+4 Fatal Protect, Speed up 6843
6th+6/+1+2+3+4 Bonus Feat, Improved Uncanny Dodge 7754
7th+7/+2+2+4+5 Persona Burst, 8554
8th+8/+3+ 3+4+5 All Out Attack 8964
9th+9/+4+3+5+6 One More 9764
10th+10/+5+4+5+7 Arcana Boost 10975
11th+11/+6/+1+4+6+7 Mind Expansion 12375
12th+12/+7/+2+5+6+8 Bonus Feat 16586
13th+13/+8/+3+5+6+8 17486
14th+14/+9/+4+6+7+9 My True Weapon Enhanced 19986
15th+15/+10/+5+6+7+9 Bonus Feat 22096
16th+16/+11/+6/+1+7+8+10 Regenerate 2 250107
17th+17/+12/+7/+2+7+8+10 Apt Pupil 270117
18th+18/+13/+8/+3+7+9+11 Bonus Feat 290127
19th+19/+14/+9/+4+8+9+12 310137
20th+20/+15/+10/+5+9+10+12 Victory Cry 400147

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Listen (Wis), Sense Motive (WIs), Spot (Wis), Intimidate (Cha), Knowledge(Arcana)(Int), Knowledge(local)(Int), Search(Int)


Chosen Arcana (Ex): The Persona User chooses one of the 20 arcanas which will dictate how they and their persona will grow as well as what moves their persona will know.Once chosen the Arcana can not be changed. You also resist your element by 50%.

Fool- Personas of this arcana have access to powers of 2 of any sets

Magician- Personas of this arcana have access to powers from the Fire and Wind sets

Priestess- Personas of this arcana have access to powers from the Recovery and Wind sets

Empress- Personas of this arcana have access to powers from the Ice and Recovery sets

Emperor- Personas of this arcana have access to powers from the Lightning and Physical sets

Hierophant- Personas of this arcana have access to powers from the Physical and Fire sets

Lovers- Personas of this arcana have access to powers from the Lightning and Recovery sets

Chariot- Personas of this arcana have access to powers from the Physical and Wind sets

Strength- Personas of this arcana have access to powers from Physical and Ice sets

Hermit- Personas of this arcana have access to powers from the Fire and Darkness sets

Fortune- Personas of this arcana have access to powers from the Almighty and Wind sets

Justice- Personas of this arcana have access to powers from the Light and Ice sets

Hanged Man- Personas of this arcana have access to powers from the almighty and Recovery sets

Death- Personas of this arcana have access to powers from the Darkness and Almighty sets

Temperance- Personas of this arcana have access to powers from all elemental trees up to the 6th level

The Devil- Personas of this arcana have access to powers from the Darkness and fire sets

The Tower- Personas of this arcana have access to powers from the Physical and Almighty

The Star- Personas of this arcana have access to powers from the Wind and Ice

The Moon- Personas of this arcana have access to powers from the Darkness and Physical

The Sun- Personas of this arcana have access to powers from the Light and Fire

Judgment- Personas of this arcana have access to powers from the Darkness and Light

World- Personas of this arcana have access to powers of 4 of any sets


Class Features


Weapon and Armor Proficiency: Persona User are proficient will all simple weapons and martial weapons.

Power Points/Day: A Persona User’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Persona User. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Persona!: At 1st level A persona User gains the ability to manifest their true-self is summoning their persona. The persona is a large sized creature that is treated as a extraplanar creature except it only last until the persona is dropped to zero hit points then it vanishes back in to the user psyche. The summoner has complete control of the persona once summoned even though its movement is completely separate from the user. The persona has the Persona users Level + Wis in health and has the same AC as the user(At the max of 20 AC). A persona can make a attack within 15ft of it and do 1d10+wis mod and shares the BAB as the user. You can also see out of you persona since its a extension of you. You can Summon your persona a number of times equal to your wis mod plus persona user's level.

My True weapon: At first level the persona user may choose a weapon and gain the feats Weapon specialization and weapon focus even if they do not meet the prerequisite. If they choose persona user can gain the Improved Unarmed Strike Feat and have there damage grow as if they were a monk in place of two previously mentioned.

Mind over matter (Ex): The persona-User adds her Wisdom bonus (if any) to her AC. Also gain plus 4 save roll from mind control spells/skills.

I've Got My Back (Ex): At 2nd level and Higher a persona User can no longer be caught flatfooted.

Quick Summon (Ex): At 2nd level, you can quick summon your persona in a certain place in a 60 ft radius. This move is a swift action. Once summoned you can attack with your persona. You can also unsummon your persona as a swift action.

Uncanny Dodge (Ex): Starting at 3rd level, a persona user can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, a persona user still loses his Dexterity bonus to AC if immobilized.

Bonus feat: Starting at 3rd level, and every three level after (Ex. Level 3,6,9,12...) the Persona gains a Bonus feat from the Fighter Bonus feat list.

Follow Up (Ex): At 4th Level, If an ally critically strikes an enemy that The persona User threaten they are able to attack the enemy with one attack at their highest BAB.

Regenerate (Ex): At 4th level the persona user heals 5 hit points every time its their turn. At 16th level they heal 10 hit points each when its their turn.

Fatal Protect (Ex): At the 5th Level, If an ally or yourself is in 15ft of your persona when an attack would drop their HP to 0 the persona user may let the persona jump in the way and take the damage instead.

Speed up: Gain 20ft movement speed in and out of combat.

Improved Uncanny Dodge (Ex): A Persona user of 6th level or higher can no longer be flanked. This defense denies another rogue - or class with similar ability - to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue - or other class - level required to flank the character.

Persona Burst (Ex): At 7th Level a persona User can destroy their persona to blast any adjacent enemy back 40 feet. Dealing 2d8 of damage.

All Out Attack (Ex):At 8th Level if an enemy is knocked prone and the persona user or persona is within 15 ft of them all allies within 15ft of it may make one attack against the prone creature with their highest BAB.

One More (Ex):At the 9th level if you crit you gain another attack.

Arcana Boost (Ex): At 10th level the persona user starts to receive bones based on their Chosen Arcana. If you are not level 10 yet you can use this ability once every 2 months.

Magician-They gain a +10 to HP and also Gain a +2 on will saves.

Priestess-They gain a +10 to Heal Skill Check and a add 1d6 to all recovery powers.

Empress-They gain a +10 to Knowledge (nobility) and Use Magic Device Skill Check

Emperor-They gain a +10 to persuasion and Intimidate Skill Check

Hierophant-They gain a +10 to Knowledge (History) and Knowledge (Arcana) Skill Check

Lovers-They gain a +10 to Perform and Knowledge (Local) Skill Check

Chariot-They gain a +20 ft to Movement speed

Strength- They gain a +2 to hit and on all damage rolls for physical attacks.

Hermit-They gain a +10 to Concentration and Survival Skill Check

Fortune-They gain a +10 to Spot and Search Skill Check

Justice-They gain a +10 to sense motive and Diplomacy Skill Check

Hanged Man-They gain a +5 deflection bonus to their AC.

Death-They become immune to all death effects and poisons.

Temperance- May choose two elements that they can get to 7th level

The Devil- gain +5 to any evil or chaotic action

The Tower- gain +5 to AC and hit when you are at a disadvantage

The Star- my choose once per day to re-roll one save

The Moon- gain +10 to all skill checks during the night

The Sun- gain +10 to all skill checks during the day

Judgment- can tell if and enemy is weak to light or dark


Mind Expansion (Ex): At 11th level the persona user may chose one other power section that they may get powers from.

My True Weapon Enhanced (Ex): At 14th level the persona user gains +2 on attack and damage rolls while using the weapon chosen with My True Weapon.

Apt Pupil (Ex): At 17th level A persona User may chose a weapon or their unarmed strikes and when using the weapon you selected, your threat range is doubled.

Victory Cry (Ex): At 20th level A persona user at the end of an encounter gains a number of hit points and power points equal to 3 times your Wis Modifier .

Powers Known

Fire Powers:

1st-Agi- The persona launches a weak fire based attack that target on enemy. The attack deals 2d6+wis modifier points of fire damage to the target. This Power cost 3 power points.

2nd Maragi- The persona performs a fire based attack in a 15 ft radius circle that deals 3d8+Wis Modifier to all enemies caught in the blast. This Power cost 10 power points.

3rd Agilao- The persona launches a moderate fire based attack that target on enemy. The attack deals 4d6+wis modifier points of fire damage to the target. This Power cost 7 power points.

4th Maragion- The persona performs a fire based attack in a 15 ft radius circle that deals 6d8+Wis Modifier to all enemies caught in the blast. This Power cost 17 power points.

5th Agidyne- The persona launches a heavy fire based attack that target on enemy. The attack deals 8d6+wis modifier points of fire damage to the target. This Power cost 21 power points.

6th Maragidyne- The persona performs a fire based attack in a 15 ft radius circle that deals 12d8+Wis Modifier to all enemies caught in the blast. This Power cost 47 power points.

7th Ragnarok- The persona launchers an extremely strong fire based attack that deals 10d10+wis Modifier+1/per character level. The attack is an auto hit. The cost of this power is 54 power points.

Ice Powers:

1st Bufu- The persona launches a weak ice based attack that target on enemy. The attack deals 3d8+wis modifier points of cold damage to the target. The Target may make a reflex save for half damage. This Power cost 3 power points.

2nd Mabufu- The persona performs an ice based attack at all targets that deals 2d6+Wis Modifier to all enemies caught in the blast. All those caught in the blast may make a reflex save for half Damage. This Power cost 10 power points.

3rd Bufula- The persona launches a moderate ice based attack that target on enemy. The attack deals 6d8+wis modifier points of cold damage to the target. The Target may make a reflex save for half damage. This Power cost 7 power points.

4th Mabufula- The persona performs an ice based attack at all targets that deals 4d6+Wis Modifier to all enemies caught in the blast. All those caught in the blast may make a reflex save for half Damage . This Power cost 17 power points.

5th Bufudyne - The persona launches a heavy ice based attack that target on enemy. The attack deals 12d8+wis modifier points of cold damage to the target. The Target may make a reflex save for half damage . This Power cost 21 power points.

6th Mabufudyne- The persona performs an ice based attack at all targets that deals 8d6+Wis Modifier to all enemies caught in the blast. All those caught in the blast may make a reflex save for half Damage . This Power cost 47 power points.

7th Niflheim- The persona launchers an extremely strong ice based attack that deals 15d10+wis Modifier+2/per character level. The attack is an auto hit. The cost of this power is 54 power points.

Lightning power:

1st Zio- The persona launches a weak Electric based attack that target on enemy. The attack deals 2d12 + Wis modifier points of shocking damage to the target. It has a 20 percent chance of paralyzing your opponent for 1d6 rounds. This Power cost 2 power points.

2nd Mazio- The persona performs an Electric based attack that deals 2d12 + Wis Modifier to all enemies caught in the blast. It has a 20 percent chance of paralyzing your opponent for 1d6 rounds. This Power cost 5 power points.

3rd Zionga- The persona launches a moderate electric based attack that target on enemy. The attack deals 4d12 + Wis modifier points of electric damage to the target. It has a 25 percent chance of paralyzing your opponent for 1d8 rounds. This Power cost 4 power points.

4th Mazionga- The persona performs an electric that deals 4d12 + Wis Modifier to all enemies caught in the blast. It has a 25 percent chance of paralyzing your opponent for 1d8 rounds. This Power cost 12 power points.

5th Ziodyne- The persona launches a heavy electric based attack that target on enemy. The attack deals 8d12 + Wis modifier points of electric damage to the target. It has a 30 percent chance of paralyzing your opponent for 2d8 rounds. This Power cost 18 power points.

6th Maziodyne- The persona performs an Electric based attack that deals 8d12 + Wis Modifier to all enemies caught in the blast. It has a 30 percent chance of paralyzing your opponent for 2d8 rounds. This Power cost 29 power points.

7th Thunder Reign- The persona launchers an extremely strong electric based attack that deals 10d12 + Wis Modifier+1/per character level. The attack is an auto hit. It has a 35 percent chance of paralyzing your opponent for 2d8 rounds. The cost of this power is 54 power points.

Wind power:

1st Garu- The persona launches a weak Wind based attack that target on enemy. The attack deals 2d6+wis modifier points of shocking damage to the target. It has a 10 percent chance of paralyzing your opponent for 1d4 rounds. This Power cost 3 power points.

2nd Magaru- The persona performs a wind based attack at all targets that deals 2d6+Wis Modifier to all enemies caught in the blast. It has a 10 percent chance of paralyzing your opponent for 1d4 rounds. This Power cost 10 power points.

3rd Garula- The persona launches a moderate wind based attack that target on enemy. The attack deals 4d6+wis modifier points of sonic damage to the target. It has a 15 percent chance of paralyzing your opponent for 1d6 rounds. This Power cost 7 power points.

4th Magarula- The persona performs a wind based attack at all targets that deals 4d6+Wis Modifier to all enemies caught in the blast. It has a 15 percent chance of paralyzing your opponent for 1d6 rounds. This Power cost 17 power points.

5th Garudyne- The persona launches a heavy wind based attack that target on enemy. The attack deals 8d6+wis modifier points of sonic damage to the target. It has a 20 percent chance of paralyzing your opponent for 1d8 rounds. This Power cost 21 power points.

6th Magarudyne- The persona performs an wind based attack at all targetsthat deals 8d6+Wis Modifier to all enemies caught in the blast. It has a 20 percent chance of paralyzing your opponent for 1d8 rounds. This Power cost 47 power points.

7th Panta Rhei- The persona launchers an extremely strong wind based attack that deals 10d10+wis Modifier+2/per character level. The attack is an auto hit. The cost of this power is 54 power points.

Light power:

1st Sukukaja- Raise a targets to hit and AC by the persona Users Wis Modifier for 3 rounds. The power cost 3 power points.

2nd Hama- The persona launches a Light attack that kills the target. It is will save DC 10 to negate. The power cost 15 power points.

3rd Mahama- The persona launches a Light attack that kills all target in a 15 ft radius of the user . It is will save DC 10 to negate. The power cost 37 power points.

4th Hamon- The persona launches a Light attack that kills the target. It is will save DC 15 to negate. The power cost 37 power points. The power cost 53 power points.

5th Mahamon- The persona launches a Light attack that kills all target in a 15 ft radius of the user . It is will save DC 15 to negate. The power cost 72 power points.

6th Gods judgment - The persona launches a Light attack that kills the target. It is will save DC 20 to negate. The power cost is 89 power points.

7th Samsara- The persona launches a Light attack that kills the target. It is will save DC 25 to negate. The power cost is 102 Power points.

Dark power:

1st Ghastly Wail- instantly kills the target if they are feared. It is DC 25 to negate. The power cost 10 power points.

2nd Mudo- The persona launches a Dark attack that kills the target. It is will save DC 10 to negate. The power cost 15 power points.

3rd Mamudo- The persona launches a Dark attack that kills all targets in a 15 ft radius of the user. It is will save DC 10 to negate. The power cost 37 power points.

4th Mudoon- The persona launches a Dark attack that kills the target. It is will save DC 15 to negate. The power cost 53 power points.

5th Mamudoon- The persona launches a Dark attack that kills all targets in a 15 ft radius of the user. It is will save DC 15 to negate. The power cost 72 power points.

6th Hell’s Judgment- The persona launches a Dark attack that kills the target. It is will save DC 20 to negate. The power cost is 89 power points.

7th Die for Me!- The persona launches a Dark attack that kills all targets in a 15 ft radius of the user. It is will save DC 25 to negate. The power cost is 148 Power points.

Almighty power:

1st Life Drain- The target takes 10 points of force Damage and you gain 10 points health. This power cost 5 power points.

1st Foul Breath – This ability increases the dc of the Light and Dark abilities by 5+Wis mod on a single target. This power cost 15 power points.

2nd Stagnant Air- This ability increases the dc of the Light and Dark abilities by 5+Wis mod on a group of targets within 15 of the persona user. This power cost 25 power points.

3rd Megido-The persona performs a force based attack in a 30 ft radius circle that deals 6d12+Wis Modifier to all enemies caught in the blast. This Power cost 35 power points.

4th Megidola- The persona performs an force based attack in a 30 ft radius circle that deals 9d12+Wis Modifier to all enemies caught in the blast. This Power cost 60 power points.

5th Megidolaon- The persona performs an force based attack in a 30 ft radius circle that deals 12d12+Wis Modifier to all enemies caught in the blast. This Power cost 90 power points.

6th Black viper - The persona launchers an extremely strong Force based attack that deals 15d12+wis Modifier+1/per character level. The attack is an auto hit. The cost of this power is 110 power points.

7th Morning star - The persona performs an force based attack in a 10 ft radius circle that deals 16d12+Wis Modifier to all enemies caught in the blast. This Power cost 150 power points.

Recovery power:

1st Dia-The persona use persona heals one targeted ally within 30 feet of the persona for 2d6+ Wis modifier. The power cost 4 power points.

2nd Media-The persona heals all allies within 30 feet of it for 2d6 + Wis modifier. The power only cost 9 power points.

3rd Diarama- The persona use persona heals one targeted ally within 30 feet of the persona for 4d8+ Wis modifier. The power cost 11 power points.

4th Mediarama- The persona heals all allies within 30 feet of it for 4d8 + Wis modifier. The power only cost 21 power points.

5th Diarahan- The persona use persona heals one targeted ally within 30 feet of the persona for 8d8+ Wis modifier. The power cost 25 power points.

6th Mediarahan- The persona heals all allies within 30 feet of it for 8d8 + Wis modifier. The power only cost 45 power points.

7th Recarm- You may revive the dead this acts like a wish. power cost 156 power points.

Physical power:

1st Sonic Punch- The persona deals a physical attack to a single target within 30 feet that deals 2d12 + str or dex Modifier in damage. The power cost 1 power point.

2nd Double Fang- The persona Deals a physical attack to two targets within 30 feet that deals 3d12 + str or dex Modifier in damage. The power cost 4 power points.

3rd Power slash- The persona deals a physical attack to a single target within 30 feet that deals 5d12 + str or dex Modifier in damage. The power cost 8 power point.

4th Atom Smasher-The persona Deals a physical attack to two targets within 30 feet that deals 6d12 + str or dex Modifier in damage. The power cost 13 power points.

5th Gigantic Fist- The persona deals a physical attack to a single target within 30 feet that deals 9d12 + str or dex Modifier in damage. The power cost 19 power point.

6th Akasha Arts-The persona Deals a physical attack to two targets within 30 feet that deals 13d12 + str or dex Modifier in damage. The power cost 35 power points.

7th Pralaya- The persona release an attack that deals 16d8 to a single target. The attack has a 50% chance to instantly kill the target. The power cost 47 power points.

Ex-Persona User

When a Persona denies themselves who they are or who they have become in some form or fashion, they are considered to have fallen out of touch with their true selves and can therefore no longer call upon their Persona. They only way to regain full control is to fully admit to yourself what you are/have become.

Playing a Persona User

Religion: Everyone is different, but keep in mind that running about with a persona summoned is probably bad manners in Sunday school.

Other Classes: Once again it is very much up to the person on this one however it's probably a fair generalization that they don't enjoy people who like to steal identity from people (e.g. thralling them etc.)

Combat: It depends on how you build your persona... I feel like starting to sound like a broken record.

Advancement: It usually has a good Wisdom stat so... druid maybe?.

Persona Users in the World

PER...SO...NA!
—-I think every Persona User at some point...

They can come from all walks of life as long as they have a sense of self.

Daily Life: I'm not about telling you how to live but uh... stay in school I guess?

Notables: Naoya Todo, Tatsuya Suou, Maya Amano, Makoto Yuki, Aigis, and Yu Narukami.

Organizations: Go ahead and make your own. It's your life.

NPC Reactions: Hello normal person. Why did you say Persona? WHAT THE <redacted> IS THAT!?

Persona User Lore

Characters with ranks in Knowledge-Arcana can research Persona Users to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5They can summon something called a Persona.
10A Persona can be used by them as an extension of their powers and abilities.
15A Persona is discovered upon someone coming to terms with how they really are.
20However, just because people can access a Persona does not mean they know themselves perfectly. Were they to once again begin lying to themselves they may lose control of it.

Persona Users in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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