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View Full Version : The Stand User(JoJo's Bizarre Adventure)



Innis Cabal
2008-06-15, 12:24 PM
Fluff to come
Hit die: d8

Class Skills: Because stand useres are drawn from all walks of life, and their chosen skills reflect that. A stand user starts play with 5 skills as their class skils, plus concentration
Skillpoints at First Level: (4+int modifier) x 4
Skill points at Each Additional Level: 4+int modifier



The Stand User
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Summon Stand, Stand damage 1d6, Bonus Feat

2nd|
+1|
+3|
+3|
+3|-

3rd|
+2|
+3|
+3|
+3|-

4th|
+3|
+4|
+4|
+4|Shielded Mind, Stand Damage 1d8

5th|
+3|
+4|
+4|
+4|Bonus Feat, Strengthened Stand +1

6th|
+4|
+5|
+5|
+5|Extended Power

7th|
+5|
+5|
+5|
+5|-

8th|
+6/+1|
+6|
+6|
+6|The Ripple

9th|
+6/+1|
+6|
+6|
+6|Stand Damage 1d10

10th|
+7/+2|
+7|
+7|
+7|Bonus Feat

11th|
+8/+3|
+7|
+7|
+7|-

12th|
+9/+4|
+8|
+8|
+8|Strengthened Stand +3

13th|
+9/+4|
+8|
+8|
+8|-

14th|
+10/+5|
+9|
+9|
+9|-

15th|
+11/+6/+1|
+9|
+9|
+9|Bonus Feat, Mastered Power

16th|
+12/+7/+2|
+10|
+10|
+10|Stand Damage 1d12

17th|
+12/+7/+2|
+10|
+10|
+10|The Ripple Flows

18th|
+13/+8/+3|
+11|
+11|
+11|Strengthened Stand +5

19th|
+14/+9/+4|
+11|
+11|
+11|-

20th|
+15/+10/+5|
+12|
+12|
+12|Bonus Feat, Hamon Mastery[/table]

Weapon and Armor Proficiencies: A stand user is proficient with simple weapons and light armor.

Summon Stand (Su): A stand is the metaphysical representation of the userís force of will, exerted on the physical world. To create a stand, a player first rolls its stats, then rolling for an ability off the following list. A stand functions for a set number of rounds, equal to 1+1/2 the stand userís class, once it has reached its set number of rounds, a stand dissipates. A stand may be recalled 5 minutes after the last round it was removed from the physical world. A stand may be dissipated, as a free action, at any time, and may be recalled, as a move action, at will. A stand dissipated and recalled in such a manner uses its original amount of rounds before it is forcefully dissipated. A stand user my attempt to force his stand to stay in the physical world, and must succeed a concentration check every round (DC Equal to 15+rounds a stand remains). Over exerting ones stand deals 1d8 points of subdual damage per round until a stand user passís out, in which a stand dissipates. A stand that attempts to move beyond its effective range dissipates and must be recalled. As a stand is the metaphysical representation of the user on the world, any damage received by a stand is in turn mirrored by its user. A user receives one half of all damage received by a stand, rounded up. A user may also use his skills, and see through his stand, following the rules below. If a stand user has special sight functions such as low light vision, the stand also possess them, but may not convey gaze attacks for the stand user. A stand user must first succeed his skill check before a stand may attempt to use the appropriate skill. While a stand is out a stand user may only perform a single action per turn. A stand counts as a monstrous humanoid for spells and abilities. A stand resembles the race of the user, and its size is the same as userís size unless otherwise noted. Any affect a stand is effected by also requires a separate save by the stand user but not vice versa.

The following explains what the stats for a stand mean, and how they are used. Stand attacks deal 1d6 points of damage, using its userís base attack bonus, and count as a natural attack. A standís attack can only strike targets up to 5 feet away. Any feats known by a stand user apply to the stand, but any feat a stand knows on its own does not apply to its user. Unless otherwise noted a standís maximum operational range is 5 feet. A stands hit die is d6 unless otherwise noted, and may move up to its effective range as a move action. Unless otherwise noted, any spell known by a stand functions as a spell like ability usable three times per day. A stands armor class is equal to its users armor class, using its dexterity.

Strength: Strength represents how hard a stand hits and how much it can carry, must like a regular character. Unlike other characters, a stand applies his strength modifier to spell like abilities. An example, a stand has the ability to cast cure light wounds as a spell like ability, once all rolls are completed, a stand adds his strength modifier to the final total. A stands strength is referred to as its Power.

Dexterity: A stands dexterity applies to his armor bonus like a regular character. A stands dexterity also affects how far it can function away from its user. A stands effective operational range increases by 5 feet per point in its dexterity modifier. A Stands dexterity is referred to as its Range.

Constitution: A stands constitution functions much like a regular characterís constitution, adding extra hit points in the same manner.

Wisdom: A stands wisdom, along with its intelligence, directly affect how well it uses its skills. The average(rounded down) of the stands wisdom and intelligence applies to any skill usable instead of the appropriate ability modifier. The average of a stands intelligence and wisdom is referred to as its Learning ability.

Intelligence: A stands intelligence, along with its wisdom, directly affect how well it uses its skills. The average(rounded down) of the stands wisdom and intelligence applies to any skill usable instead of the appropriate ability modifier. The average of a stands intelligence and wisdom is referred to as its Learning ability. A stands separate intelligence score dictates the save DC for its abilities. A stands individual intelligence score is referred to as its Precision.

Charisma: A stands charisma directly affects how much longer it may operate in the physical world. A stands duration increases by one round per point of a stands charisma modifier. A stands charisma is referred to as its Staying power.

Bonus Feat: At 1st level, and every 5 levels there after a Stand user gains a bonus feat.

Shielded Mind (Su): At 4th level a stand shields itself from several forms of mental attacks. A stand becomes immune to all mind affecting spells and spell like abilities.

Strengthened Stand: At 5th level, and again at 12th and 18th level, a stand gains a single weapon or armor property of the stand uses choice. A stand may not have a weapon or armor property over +1 at 5th, +3 at 12, or +5 at 18th level.

Expanded Power: At 6th level, a stand userís force of will over his own psyche deepens, allowing him to bring forth more powerful latent powers through his stand. Roll for one power on the following list. In addition a stand gains a +2 bonus to a single stat of the userís choice.

The Ripple (Ex): At 8th level a stand user, through proper breathing, to harness the energy inside of himself to strike out against foes. This affect allows a single attack to bypass spell resistance and damage reduction, and deals an additional 1d8 points of damager per 4 levels of stand user to undead. This ability is usable once per day plus an additional time per day per point of a stand userís constitution modifier. A stand user must be able to breathe to use this ability, and any stand user that no longer needs to breath loses access to this power.

Mastered Power: At 15th level a stand user becomes one with his stand, unlocking yet more power from deep within his psyche. In addition a stand gains a +2 bonus to any two stats of the userís choice.

The Ripple Flows (Ex): At 17th level a stand user my channel his ripple through his stand. A stand cannot be more then 10 feet from its user to use this ability, and uses two uses of the Ripple.

Hamon Mastery: At 20th level a stand user has gained ultimate mastery over his body and mind, and in turn over his stand. A stand user no longer takes subdual damage for over extending the amount of time a stand remains in the physical world and receives 1/4th of all damage received by a stand. Also a stand gains a +5 bonus to a single stat of the userís choice, and gains an additional power from the Mastered power list.


Stand Userís and Multi-Classing: Stand users suffer restrictions with multi-classing, much like a monk or paladin. Stand userís are free to multi-class into any class they chose, but other classís cannot multi-class into the stand user class unless they met certain conditions (See below). Stand users gain their abilities through great physical or emotional duress, and cannot be freely multi-classed into.

Innis Cabal
2008-06-15, 12:25 PM
Reserved for Stand Ability Charts and Feats