Yare Yare Daze - An Amateur Attempt at Making a JoJo Class


Homebrew and House Rules


So I'm going to be playing in a Hell's Vengeance campaign in a few months, and my DM has agreed to work with me on homebrewing a class. He would prefer if it was just an archetype to make things simpler, but for what I want to do, I don't know if it would be simpler to do that, or just create a class based loosely on a few currently existing classes.

So what do I want? Well it's Hell's Vengeance, so naturally... I want to play Dio Brando (part 3's Dio, specifically). Now obviously playing a full-powered Dio would be mind-numbingly OP. But so long as I can still convey the essence of Dio's character, along with the concept of a Stand, I'll be happy getting as close as possible while maintaining relative balance. I know many people will say that a Stand is similar to a Spiritualist's Phantom or a Summoner's Eidolon, but there are significant enough differences that I'm not really happy just re-flavoring either of those classes or making small changes to them. To that end, I tried my best to create what I think is a relatively balanced (though I just made it ~2 hours ago and haven't tested it) class feature that I believe best represents a Stand. Taking that, I then added and edited several class features from other classes (mostly Monk) in a way that I think does a halfway decent job, but that's for you to decide. So I'd greatly appreciate any comments or suggestions regarding balance, concept, or other alterations I should make, as this is my first attempt at homebrew.

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BAB: Full

HD: d8

Saves: Bad/Good/Good

Skills: 2 + INT - Acrobatics, Bluff, Craft, Diplomacy, Escape Artist, Fly, Intimidate, Kn. Arcana, Kn. History, Kn. Nobility, Kn. Religion, Perception, Profession, Sleight of Hand, Stealth, Survival

Spellcasting: None

Class Features:
Armor Proficiency:
The Stand Master is not proficient with any armor or shields.

Weapon Proficiency:
The Stand Master is proficient with all Simple Weapons

Stand (SU):
A Stand Master begins play with the ability to summon a Stand, a supernatural being which serves the Stand Master, and acts as an extension of him. Summoning the Stand is a swift action which does not provoke an attack of opportunity and requires
no effort on the part of the Stand Master though he must be conscious to do so. The Stand may be summoned in any square within 5 feet of the Stand Master so long as that square is unoccupied, though the Stand may be summoned in the Stand Master's
own square. Once summoned, a Stand lasts until the end of the Stand Master's turn. Though a Stand manifests corporeally, it is not its own creature and is in all ways an extension of its master. The Stand may be targeted while it is summoned, and any
attacks or effects which target the Stand resolve as though they targeted the Stand Master, meaning all damage, healing, or other effects which target the Stand affect the Stand Master instead. A Stand Master may take any action with a Stand that he would normally
be able to take himself, using the same action resource and time. A Stand Master who uses a Stand to attack may do so as many times as the Stand Master himself is able to attack, using the same action resources and time (EX: At 6th level with a BAB of +6/+1, a
Stand Master can make the first attack himself at a +6 and a second attack with his Stand at a +1, or any similar combination. Each stand has its own weapon, and may only use that weapon for any combat purposes. Effects which increase or decrease the Stand Master's attack, damage, or combat maneuver rolls also increase those rolls for the Stand, so long as the Stand can use them (EX: a Stand with Unarmed Strikes as its weapon would not benefit from the Stand Master having Weapon Focus (Dagger) because it can only use Unarmed Strikes, but it would benefit from the Stand Master being affected by Haste or having Improved Unarmed Strike).

At 6th level, the Stand can be summoned in any square up to 10 feet from the Stand Master so long as the square in which it is summoned is unoccupied.

At 10th level, the Stand Master may choose to let the Stand stay summoned until the beginning of his next turn.

At 12th level, the Stand Master may summon his Stand as a free action on his turn, instead of a swift action.

At 3rd level, the Stand's attacks are treated as magic weapons for the purpose of overcoming DR and affecting incorporeal creatures.

At 6th level, the Stand's attacks are treated as cold iron and silver for the purpose of overcoming DR.

At 9th level, the Stand's attacks are treated as having the same alignment as the Standmaster for the purpose of overcoming DR.

At 15th level, the Stand's attacks are treated as adamantine for the purpose of overcoming DR and bypassing hardness.

The Stand Master's Stand is selected when he begins play and cannot be changed at any point after.

Cult of Personality:
The Stand Master's sense of self-confidence and charming personality cause his enemies to question their every attack. When unarmored and unencumbered, the Stand Master adds his CHA bonus to his AC and his CMD. In addition, the Stand Master gains a +1 to AC and CMD
at 4th level. This bonus increases by 1 for every four Stand Master levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Stand Master is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike:
At 1st level, the Stand Master gains Improved Unarmed Strike as a bonus feat. The Stand Master may make Unarmed Strikes with his hands full, and applies his full strength bonus to his attacks. Additionally, the Stand Master does increased damage with his
Unarmed Strikes, treating his damage dice as that of a Monk two levels lower (minimum 1d6).

Bonus Feat:
At 2nd level, and every 4 levels thereafter, the Stand Master may select a bonus feat. He must meet all prerequisites, however he may treat as class levels as Monk levels for the purpose of meeting bonus feat prerequisites.

Stand Pool:
At 3rd level, the Stand Master gains access to a pool of points equal to his CHA mod + his Stand Master level. Once per round, the Stand Master may use a Stand Point to activate his Stand's Stand Power, or another ability which uses Stand Points. Upon reducing
an enemy to less than 0 HP, the Stand Master regains one Stand Point, though such an enemy must be no lower than the Stand Master's level - 2. The Stand Pool is replenished following 8 hours of rest, though the hours need not be consecutive.

Weapon Training:
At 5th level, the Stand Master can select one weapon type (EX: daggers, unarmed strikes, star knives, etc.). He receives a +1 bonus on attack and damage rolls when using that weapon. This bonus increases by +1 for every 5 Stand Master levels after the 5th. This feature is treated as the Fighter's ability of the same name for the purpose of meeting feat prerequisites and other effects which involve Weapon Training.

Available Stands:
Za Warudo:
Stand Power - Toki yo Tomare!:
At 3rd level, a Stand Master may spend one Stand Point to make an extra attack at his full BAB as part of a full-attack action, either with his own attack or through his Stand.

At 12th level, a Stand Master adds a second extra attack at his full BAB - 5 in addition to the first when he activates this ability.

Stand Weapon - Unarmed Strikes


RIP thread.


Its been one day. Why RIP? Sometimes people need more time to respond. For myself, I am completely unfamiliar with what you are basing this on, so I wasn't sure how to respond when I looked it over yesterday.

You would also be more likely to get responses if you respond to other people's homebrew.


Ciaran Barnes wrote:
Its been one day. Why RIP? Sometimes people need more time to respond. For myself, I am completely unfamiliar with what you are basing this on, so I wasn't sure how to respond when I looked it over yesterday.

Haha I needed a way to bump the thread and I hate just saying "bump".


that early bump is kinda unnecessary mate wait for week then maybe bump the treat next time

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