Stand User (Pathfinder Class)

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Stand User[edit]

A Halfling writes on the rocks with an invisible pen, making an otherwise deadly fall into a bouncyhouse object, saving the girl about to be impaled. He then forces the sounds of goblins to be played around the corner, forcing the bandits to drop their weapons and run.

A Human forces the slowing of the ticks of the clock, until they stop completely. The man then manuevers around the trap set in front of him. After doing so, he punches an elf multiple times using seemingly nothing. After what feels like forever, the clock starts again, and the elf falls down dead.

A Dwarf wishes for a pile of gold, and then minutes later, finds some lodged in the ground. He then asks for his lover back, and within mere seconds, hears knocking on his door. He gets up to answer, and finds a pile of mud both on the porch, and the safe where his gold was.

Stand Users are able to use the power of their soul to fight anything they would come across. Many can have one, but only a true few gain truely powerful Stands.

Making a Stand User[edit]

The Stand User is best when paired with someone who can support them whenever their abilities cannot. Whether that means healing damage they take, or simply being the damage for them, is up to destiny.

Abilities: This is hard to say, as it will affect what your stand is able to do. Strength affects how Powerful your Stand is. Dexterity affects how Speedy your Stand is. Constitution affects how Durable your Stand is. Intelligence affects how Precise your Stand is. Wisdom affects how much Potential your Stand has. Charisma affects how much Range your Stand has.

Races: Any

Alignment: Any.

Starting Gold: 3d6*10 gp (105).

Starting Age: Simple, as rogue"

Table:Stand User

Hit Die: d8

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + + <-class features for this level->
2nd + + + + <-class features for this level->
3rd + + + + <-class features for this level->
4th + + + + <-class features for this level->
5th + + + + <-class features for this level->
6th + + + + <-class features for this level->
7th + + + + <-class features for this level->
8th + + + + <-class features for this level->
9th + + + + <-class features for this level->
10th + + + + <-class features for this level->
11th + + + + <-class features for this level->
12th + + + + <-class features for this level->
13th + + + + <-class features for this level->
14th + + + + <-class features for this level->
15th + + + + <-class features for this level->
16th + + + + <-class features for this level->
17th + + + + <-class features for this level->
18th + + + + <-class features for this level->
19th + + + + <-class features for this level->
20th + + + + <-class features for this level->

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A <-class name->’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: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> 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.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


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