Persona User (3.5e Class)
Persona User[edit]
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[edit]
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).
Level | Base Attack Bonus |
Saving Throws | Special | Power Points/Day |
Powers Known |
Maximum Power Level Known | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +0 | +1 | +2 | Persona!, My True weapon, Chosen Arcana, Bonus Feat | 20 | 2 | 1 | |||||||||||||||||||||||||||||||||
2nd | +2 | +0 | +1 | +2 | Mind Over Matter, I've Got My Back, Quick summon, Bonus Feat | 34 | 3 | 2 | |||||||||||||||||||||||||||||||||
3rd | +3 | +1 | +1 | +2 | Bonus Feat, Uncanny Dodge, True strike, Astute Fighter | 48 | 3 | 2 | |||||||||||||||||||||||||||||||||
4th | +4 | +1 | +2 | +3 | Follow Up, Regenerate | 59 | 4 | 3 | |||||||||||||||||||||||||||||||||
5th | +5 | +1 | +2 | +4 | Fatal Protect, Speed up, True strike, Mind Exploring | 68 | 4 | 3 | |||||||||||||||||||||||||||||||||
6th | +6/+1 | +2 | +3 | +4 | Bonus Feat, Improved Uncanny Dodge, Ability Score Increase | 77 | 5 | 4 | |||||||||||||||||||||||||||||||||
7th | +7/+2 | +2 | +4 | +5 | Persona Burst, True strike, High Counter | 85 | 5 | 4 | |||||||||||||||||||||||||||||||||
8th | +8/+3 | +3 | +4 | +5 | All Out Attack, Final Guard, Moral Support | 89 | 6 | 4 | |||||||||||||||||||||||||||||||||
9th | +9/+4 | +3 | +5 | +6 | One More, True strike, Double Cast | 97 | 6 | 5 | |||||||||||||||||||||||||||||||||
10th | +10/+5 | +4 | +5 | +7 | Arcana Boost, Speed up, Regenerate 2 | 109 | 7 | 5 | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +4 | +6 | +7 | Mind Expansion, True strike, Third Eye | 123 | 7 | 5 | |||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +5 | +6 | +8 | Bonus Feat, Ability Score Increase | 165 | 8 | 6 | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +5 | +6 | +8 | True strike, Arcana Reach, Mighty Aura | 174 | 8 | 6 | |||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +6 | +7 | +9 | My True Weapon Enhanced, Triple Cast, Switcheroo | 199 | 8 | 6 | |||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +6 | +7 | +9 | Bonus Feat, Speed up, True strike, Eye Opener | 220 | 9 | 6 | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +7 | +8 | +10 | Ability Score Increase, High Counter, Aura Domination | 250 | 10 | 7 | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +7 | +8 | +10 | Apt Pupil, True strike | 270 | 11 | 7 | |||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +7 | +9 | +11 | Bonus Feat, Quad Cast | 290 | 12 | 7 | |||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +8 | +9 | +12 | True strike | 310 | 13 | 7 | |||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +9 | +10 | +12 | Victory Cry, Speed up, Ability Score Increase, Your World | 400 | 14 | 7 | |||||||||||||||||||||||||||||||||
Class Skills (8 + Int modifier per level, ×4 at 1st level) |
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% and become resistant to the weather depending on the element.
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
Class Features[edit]
Weapon and Armor Proficiency: Persona Users 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 a 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. You can also choose your Powers Known per day, and to change your spell list you must have a long rest.
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 into 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 user Level + Wis in health and has the same AC as the user(At the max of 20 AC). A persona can attack within 15ft of it and do 1d10+wis mod and share the BAB as the user. You can also see out of your persona since it's an extension of you.
My True weapon: At 1st 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, a persona user can gain the Improved Unarmed Strike Feat and have their damage grow as if they were a monk in place of the 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 quickly 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.
Astute Fighter (Ex): At 3rd level, with the extensive experience you have gained in combat, you can easily memorize and predict your opponents' next move after having seen many combatants like them before with the agility to match in evasion. You gain the following benefits: your Intelligence score or your Dexterity score increases by 1, to a maximum of 20 and when you are not wearing armor, your AC is 10 + Intelligence modifier + Dexterity modifier.
Uncanny Dodge (Ex): Starting at 3rd level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you once per day. At the 13th level, this resets every battle. At the 15th level, you can use this twice.
True Strike: (Ex): Starting at 3rd level, your mind becomes clearer the more you start to understand yourself and starting to better understand how to effectively attack your enemies. Gain a +1 to attacks and every two levels after. (Ex. Level 3,5,7,9...)
Bonus feat: Starting at 1st level 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 can attack the enemy with one attack at their highest BAB.
Regenerate (Ex): At 4th level, the persona user heals 5 hit points every time it's their turn. At the 10th level, they heal 10 hit points each when it's 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.
Mind Exploring (Ex): At the 5th level, the persona user can reach further into their mind. Add your wisdom modifier to your wisdom score. (EX. Wisdom score is 16 with a +3 modifier. Now wisdom score is 19.)
Speed up: At 5th level Gain 35ft movement and every five levels after.
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.
Ability Score Increase (Ex): When you reach 6th level, and again at 12th, 16th, 20th you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Persona Burst (Ex): At 7th level, the persona User can destroy their persona to blast any adjacent enemy back 40 feet. They must be within 40ft. Dealing 2d8 of damage.
High Counter (Ex): At 7th level, the persona user has a 25% chance of reflecting Physical attacks and if rolled successfully they may attack again. At 16th level you have a 25% chance of reflecting any attack.
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.
Final Guard (Ex): At 8th level, twice per long rest, the persona user may sacrifice PP in place of HP if they are about to drop to 0 HP.
Moral Support (Ex): At 8th level, once per long rest, anyone 30ft of the persona user will have a plus to dmg and to hit based on the persona user's Wisdom Mod (max of +5) for 2 rounds.
Double Cast (Ex): At 9th level, the persona user may cast two spells in one turn.
One More (Ex):At 9th level, if you crit you gain another attack.
Arcana Boost (Ex): At 10th level, the persona user starts to receive bonuses based on their Chosen Arcana.
Fool-They may pick 1 Arcana Boost from the other Arcanas.
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 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 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- may 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 an enemy is weak to light or dark
Mind Expansion (Ex): At 11th level, the persona user may choose one other arcana that they may get powers from.
Third Eye (Ex): At 11th level, You gain blindsight out to a range of 60ft and are always aware of when a creature is currently able to see you no matter the distance. Using 20 power points can extend the range to 120ft.
Arcana Reach (Ex): At 13th level, the persona user may choose one other spell list they can use from.
Mighty Aura (Ex): At 13th level, you become so attuned to yourself, just by your sheer aura you're able to affect those around you and things around you. Depending on your very mood, objects around you can shatter and the air feel heavy or a feeling of comfort and relief can wash the area. The aura around you becomes so powerful that it either matches or overpowers other auras around you. Other auras that would normally harm you in some way now have no negative effects on you either. Your allies feel a soothing/kind feeling, while your enemies get an instinctual unnerving/unsettling feeling from the persona user. Your allies/yourself gain a plus two to initiative during combat, while also allowing the persona user an advantage to persuasion checks on allies. On the other hand, your enemies have a disadvantage on initiative, while also giving the persona user an advantage on intimidation checks against your enemies. This has a range of 200ft and using 20 power points can extend the range to 1000ft.
My True Weapon Enhanced (Ex): At 14th level, the persona user gains a one auto crit per battle with My True Weapon and as well as having double ranged while using the weapon chosen.
Triple Cast (Ex): At 14th level, the persona user may cast three spells in one turn.
Switcheroo (Ex): At 14th level, the persona user may swap places with their persona as a free action once per battle.
Eye Opener (Ex): At 15th level, the persona user can half the cost of power points for one minute once per day.
Aura Domination (Ex): At 16th level, the persona user aura reaches a new level of power. Your aura becomes so overwhelming, that enemies who have never felt fear or who thought they were immune to fear, tremble when around your presence. (EX. Golems) Like the very universe is about to end while in your presence. Your enemies now must make a charisma save vs your wisdom check (16 + Wis modifier) at the start of the battle, or when the persona user chooses, if they are within 120 ft of you. On a failed save, your enemy will either be, too stricken with fear to be able to move for 1d4 rounds or run away from you for 1d4 rounds. On a save, the enemy is immune to this effect for the rest of the day.
Apt Pupil (Ex): At 17th level, when the Persona User crits, instead of doubling the damage/dice you triple the damage/dice.
Quad Cast (Ex): At 18th level, the persona user may cast four spells in one turn.
Victory Cry (Ex): At 20th level, a persona user at the end of each round regains 15 Power Points.
Your World (Ex): At the 20th level your understanding of yourself has become so deep, you're able to access the deepest part of your mind, your most true, powerful self. You're finally able to access the World Arcana. When you first use the World Arcana, you restore all of your HP and PowerPoints. For 10 minutes you unlock every offensive spell and have unlimited Power Points for any offensive spells. Once the 10 minutes are up (or when you release your World before 10 minutes), you immediately have level 3 exhaustion, and the Persona user is forced to rest for 1 day to fully recover. They also can not use any PowerPoints until fully rested.
Powers Known[edit]
Fire Powers:
1st-Agi- The persona launches a weak fire based attack that target on enemy. The attack deals 1d12+wis modifier points of fire damage to the target. This has a 30 percent chance of burning the target for 2d4 rounds for 1d12 damage per round. This Power cost 3 power points.
2nd Maragi- The persona performs a fire-based attack in a 15 ft radius circle that deals 2d12+Wis Modifier to all enemies caught in the blast. Everything caught in the blast has a 30 percent chance of being burned for 1d4 rounds for 1d12 damage per round. This Power cost 10 power points.
3rd Agilao- The persona launches a moderate fire-based attack that target on enemy. The attack deals 3d12+wis modifier points of fire damage to the target. This has a 35 percent chance of burning the target for 2d4 rounds for 2d12 damage per round. This Power cost 8 power points.
4th Maragion- The persona performs a fire-based attack in a 15 ft radius circle that deals 4d12+Wis Modifier to all enemies caught in the blast. Everything caught in the blast has a 35 percent chance of being burned for 1d4 rounds for 2d12 damage per round. This Power cost 19 power points.
5th Agidyne- The persona launches a heavy fire-based attack that target on enemy. The attack deals 6d12+wis modifier points of fire damage to the target. This has a 40 percent chance of burning the target for 2d4 rounds for 3d12 damage per round. This Power cost 23 power points.
6th Maragidyne- The persona performs a fire-based attack in a 15 ft radius circle that deals 8d12+Wis Modifier to all enemies caught in the blast. Everything caught in the blast has a 40 percent chance of being burned for 1d4 rounds for 3d12 damage per round. This Power cost 47 power points.
7th Ragnarok- The persona launchers an extremely strong fire-based attack that deals 10d12+wis Modifier+1/per character level. The attack is an auto hit. This has a 50 percent chance of burning the target for 2d6 rounds for 5d12 damage per round. The cost of this power is 54 power points.
Ice Powers:
1st Bufu- The persona launches a weak ice-based attack that targets the enemy. The attack deals 3d12+wis modifier points of cold damage to the target. It has a 25 percent chance of freezing your opponent solid for 1d4 rounds. This Power cost 3 power points.
2nd Mabufu- The persona performs an ice-based attack at all targets that deals 2d12+Wis Modifier to all enemies caught in the blast. All those caught in the blast has a 25 percent chance of freezing solid for 1d4 rounds. This Power cost 10 power points.
3rd Bufula- The persona launches a moderate ice-based attack that targets the enemy. The attack deals 6d12+wis modifier points of cold damage to the target. It has a 30 percent chance of freezing your opponent solid for 1d4 rounds. This Power cost 7 power points.
4th Mabufula- The persona performs an ice-based attack at all targets that deals 5d12+Wis Modifier to all enemies caught in the blast. All those caught in the blast has a 30 percent chance of freezing solid for 1d4 rounds. This Power cost 17 power points.
5th Bufudyne - The persona launches a heavy ice-based attack that targets the enemy. The attack deals 9d12+wis modifier points of cold damage to the target. It has a 35 percent chance of freezing your opponent solid for 1d6 rounds. This Power cost 21 power points.
6th Mabufudyne- The persona performs an ice-based attack at all targets that deals 8d12+Wis Modifier to all enemies caught in the blast. All those caught in the blast has a 35 percent chance of freezing solid for 1d6 rounds. This Power cost 47 power points.
7th Niflheim- The persona launchers an extremely strong ice-based attack that deals 15d12+wis Modifier+2/per character level. The attack is an auto hit. It also has a 50 percent chance of freezing your opponent solid for 1d6 rounds. The cost of this power is 54 power points.
Lightning power:
1st Zio- The persona launches a weak electric-based attack that targets the 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 targets the 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 10 power points.
5th Ziodyne- The persona launches a heavy electric-based attack that targets the enemy. The attack deals 8d12 + Wis modifier points of electric damage to the target. It has a 35 percent chance of paralyzing your opponent for 1d8 rounds. This Power cost 14 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 1d8 rounds. This Power cost 28 power points.
7th Thunder Reign- The persona launchers a powerful electric-based attack that deals 15d12 + Wis Modifier+2/per character level. The attack is an auto hit. It has a 50 percent chance of paralyzing your opponent for 1d6 rounds. The cost of this power is 54 power points.
Wind power:
1st Garu- The persona launches a weak Wind-based attack that targets the enemy. The attack deals 2d12+wis modifier points of shocking damage to the target. It has a 20 percent chance of knocking your opponent prone for 1d4 rounds. This Power cost 3 power points.
2nd Magaru- The persona performs a wind-based attack at all targets that deals 2d12+Wis Modifier to all enemies caught in the blast. This has a 20 percent chance of knocking your opponents prone for 1d4 rounds. This Power cost 10 power points.
3rd Garula- The persona launches a moderate wind-based attack that targets the enemy. The attack deals 4d12+wis modifier points of sonic damage to the target. It has a 25 percent chance of knocking your opponent prone for 1d4 rounds. This Power cost 7 power points.
4th Magarula- The persona performs a wind-based attack at all targets that deals 4d12+Wis Modifier to all enemies caught in the blast. This has a 25 percent chance of knocking your opponents prone for 1d4 rounds. This Power cost 17 power points.
5th Garudyne- The persona launches a heavy wind-based attack that targets the enemy. The attack deals 8d12+wis modifier points of sonic damage to the target. It has a 30 percent chance of knocking your opponent prone for 1d4 rounds. This Power cost 21 power points.
6th Magarudyne- The persona performs a wind-based attack at all targets that deals 8d12+Wis Modifier to all enemies caught in the blast. This has a 30 percent chance of knocking your opponents prone for 1d4 rounds. This Power cost 47 power points.
7th Panta Rhei- The persona launchers an extremely strong wind-based attack that deals 14d12+wis Modifier+2/per character level. The attack is an auto hit. It has a 40 percent chance of knocking your opponent prone for 1d4 rounds. The cost of this power is 54 power points.
Light power:
1st Sukukaja- Raises the target's 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 a will save DC 10 to negate. The power cost 15 power points.
3rd Mahama- The persona launches a Light attack that kills all targets in a 15 ft radius of the user. It is a 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 a 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 targets in a 15 ft radius of the user. It is a 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 a 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 a 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 a 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 a 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 a 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 a 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 a will save DC 25 to negate. The power cost is 148 Power points.
Almighty power:
1st Life Drain- The target takes 10 points of Spatial Force Damage and you gain 10 points of 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 10 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 Spatial Force-based attack in a 30 ft radius circle that deals 6d12+Wis Modifier to all enemies caught in the blast. This Power cost 30 power points.
4th Megidola- The persona performs a Spatial Force-based attack in a 30 ft radius circle that deals 9d12+Wis Modifier to all enemies caught in the blast. This Power cost 40 power points.
5th Megidolaon- The persona performs a Spatial Force-based attack in a 30 ft radius circle that deals 12d12+Wis Modifier to all enemies caught in the blast. This Power cost 50 power points.
6th Black Viper - The persona launchers a powerful Spatial Force-based attack that deals 15d12+wis Modifier+1/per character level. The attack is an auto hit. The cost of this power is 60 power points.
7th Morning star - The persona performs a Spatial Force-based attack in a 15 ft radius circle that deals 20d12+Wis Modifier 2+/per character level to all enemies caught in the blast. Anyone caught inside this blast must make a charisma save (dc 16 + Wisdom modifier), if failed the attack is an auto crit. This Power cost 100 power points.
Recovery power:
1st Dia-The persona user 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 costs 9 power points.
3rd Diarama- The persona user heals one targeted ally within 30 feet of the persona for 4d8+ Wis modifier and the target may reroll any status effects they may have. 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 user heals one targeted ally within 30 feet of the persona for 8d12+ Wis modifier and the target may reroll any status effects they may have. The power cost 25 power points.
6th Mediarahan- The persona heals all allies within 30 feet of it for 8d12 + Wis modifier. The power only cost 45 power points.
7th Recarm- You may revive the dead, cure any disabilities, fully restore someone's energy and health, or restore something that's long been lost. This acts like a wish and can only be used twice a day. power cost 150 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 all 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 18 power points.
6th Akasha Arts-The persona Deals a physical attack to all targets within 30 feet that deals 13d12 + str or dex Modifier+1/per character level in damage and has a 25% chance to stun for 1d4 rounds. The power cost 25 power points.
7th Pralaya- The persona releases an attack that deals 16d12 + str or dex Modifier+1/per character level in damage to a single target. The attack has a 50% chance of instantly killing the target. The power cost 47 power points.
Ex-Persona User[edit]
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.
Campaign Information[edit]
Playing a Persona User[edit]
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[edit]
“ | 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[edit]
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.
DC | Result |
---|---|
5 | They can summon something called a Persona. |
10 | A Persona can be used by them as an extension of their powers and abilities. |
15 | A Persona is discovered upon someone coming to terms with how they really are. |
20 | However, 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[edit]
<-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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