Standard pathfinder rules with the following alterations.
-10 point buy for you, and stat your phantom with a 20 point buy
-Start at level 2
-Everyone gains a phantom as per the spiritualist class
-No spell casting classes
-The range of your phantom is reduced to 25 feet before it begins to disappear
-All damage you take is also dealt to the phantom and vice versa
-You're Phantom cannot be seen by someone without the ability to summon a Phantom
-Summoning a phantom is a swift action
-This phantom does not gain an emotional focus, instead it gains two unique powers of your choosing and three of the following stand enhancements. Alternatively you can sacrifice two enhancements for a power, or a power for two enhancements.
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STAND ENHANCEMENTS!
[b]Powerful- ORA! Your stand gains two extra slam attacks, all their slam attacks deal 1d12 damage and they gain a +4 bonus to strength
[b]Speedy- Your stand is constantly under the affect of the Haste spell and can use the quicken metamagic feat on any ability they may have
[b]Indestructible- Your stand gains DR/- 10 and Energy resistance 8 to all forms of energy, but your stand cannot effectively attack unless it drops these defenses
[b]Independent- Your stand can move separately from you and no longer has a maximum range, it is however, more a follower than an extension of yourself now and is controlled by the GM
[b]Inanimate- Your stand is a tool for you to use, you gain a +4 and a +2 to any two ability score that corresponds to your stands form (Dex and wis for a a gun, strength and con for a hammer, ect) *A stand with this enhancement can have no other enhancements and must take a third custom power
[b]Precise- Your stand is precise enough too perform brain surgery and catch bullets. It gains a +8 bonus on any check that requires precision
[b]Long range- Your stand can go far kid, about 200 feet far actually
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