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Stand User Character Sheet: Ron

This document provides game statistics and abilities for a Stand User character in a roleplaying game. It details their abilities like Manifestation of Will which allows them to summon a Stand to fight alongside them. It then gives various active and passive abilities the Stand User gains as they level up related to combat maneuvers, defense, and enhancing their Stand's powers.

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0% found this document useful (0 votes)
16 views4 pages

Stand User Character Sheet: Ron

This document provides game statistics and abilities for a Stand User character in a roleplaying game. It details their abilities like Manifestation of Will which allows them to summon a Stand to fight alongside them. It then gives various active and passive abilities the Stand User gains as they level up related to combat maneuvers, defense, and enhancing their Stand's powers.

Uploaded by

sunrisestoo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RON NIVEL 10

Fuerza 12 (+1) Bonif. Compet. +4 Exchange Blows:


Destreza 16 (+3) CA 15
Constit. 14 (+2) Percep. Pasiva 13
Intelig. 8 (-1) HP 100
Sabid. 10 (0) Velocidad 30
Carisma 16 (+3) Puntos Espíritu 10

Habilidades: Tiradas de Salvación:


Acrobacias +3 Medicina 0 Fuerza +5
T. Animales 0 Naturaleza -1 Destreza +3
C. Arcano -1 Percepción 0 Cont. +2
Atletismo +5 Interpretación +3 Intel. -1
Engaño +3 Persuasión +3 Sabid. 0
Historia -1 Religión -1 Carisma +7
Perspicacia 0 Juegos de Manos +7
Intimidación +3 Sigilo +3
Investigación -1 Supervivencia 0

Manifestation of Will
At 1st level, whether by lineage, a stand arrow, holy corpse, or training a skill to an
inhuman level, your life energy has manifested as its own force: a Stand. You can call out
your Stand within your space or recall your Stand as a bonus action. Your Stand is
controlled by you telepathically, acts on your turn, and uses your actions, bonus actions,
and reactions. If you may make more than one attack when you take the Attack action,
you and your Stand may make attacks. Your Stand has the same size category and
movement speed as you unless otherwise stated.
Any effects that target your Stand affect you instead, though any attack rolls or saving
throws made as part of the effect are still made against the Stand. If both you and your
Stand are targeted by an effect, only your Stand is targeted. Your Stand can phase through
creatures and objects, and you share your Stand's senses. When calculating your Stand's
ability scores, they may go up to 30 as they are often beings of immense speed and power
far beyond the capabilities of humans.
Stand Proud Focus
At 1st level, you have trained your mind and body to focus in the heat of battle. While
you are not wearing armor, you take 3 fewer points of damage from non-magical piercing,
slashing, and bludgeoning damage, and you gain advantage on saving throws to avoid
becoming charmed, frightened, and paralyzed.

Invisible Force
At 1st level, your Stand is only visible to other Stand Users and creatures capable of
casting spells, or that otherwise have magical or psionic abilities. Any damage dealt to
your Stand is dealt to you unless stated otherwise. A creature that your Stand interacts
with must make a DC 20 Wisdom saving throw. On a failure, the Stand remains invisible
to them. On a success, they become aware of the Stand's presence.

Exchange Blows
At 2nd level, when you are damaged by a hostile creature, you make a DC 11 Constitution
check. On a success, you gain 1 stack of Exchange Blows. You may have a number of
stacks up to your proficiency bonus, and you may make an additional attack when you
take the attack action for each stack you have, which does not consume the stack. You
can use your bonus action to roll a check for an extra stack of Exchange Blows, as long
as you have at least 1. You may spend 1 stack of Exchange Blows to make an attack
against a creature at the end of their turn using your Stand as a reaction, and you may
spend 1 spirit point or additional stack to regain your reaction after doing so. All stacks
are lost at the end of initiative.

Exploit Weakness
Starting at 2nd level, you learn to exploit the weakness in a creature's defenses. On a hit
with you or your Stand's attacks, you may spend 1 stack of Exchange Blows to decrease
the target's AC by -1 to a maximum reduction equal to your proficiency bonus until the
end of their next long rest.

Spirit Points
At 3rd level, your Stand's power can be increased using a limited amount of energy
represented as a number of spirit points, which can be spent on various Stand User
features. Your Stand User level determines the number of points you have, as shown in
the Spirit Points column of the Stand User table. You regain all expended Spirit Points at
the end of a long rest.
Denting Blows
At 3rd level, if you are grappling a creature or being grappled by a creature, you and your
Stand's attacks automatically hit the creature and you may add your proficiency bonus to
the attack's damage roll if it is not there already. You may still make an attack roll to
determine if you score a critical hit. This feature extends to creatures who are too large to
be grappled as long as you climb on to them. Additionally, you may make an unarmed
strike as a bonus action, or two unarmed strikes for 1 spirit point.

Stand User's Endurance


Starting at 6th level, your AC when not wearing armor is equal to 10 + your Constitution
modifier + your Dexterity modifier. Furthermore, when you are subjected to an effect that
allows you to make a Strength or Constitution saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, and only half damage if you
fail. If you are restrained, you may expend 1 spirit point as a bonus action to immediately
break free of it.

Ari Ari Ari Arrivederci!


Starting at 10th level, you live for and thrive in combat; you can add your Strength or
Charisma modifier to your initiative rolls. You also become immune to both the charmed
and frightened conditions.

STAND: LITTLE FEET

Fuerza 12 (+1) CA 18
Dest. 20 (+5)
Const. 14 (+2) Unarmed attacks: 1d4 + Bonif. Compet.
Intel. 8 (+1)
Car. 16 (+3) Se puede distanciar 5 pies de Ron
Sabid. 10 (0)

Shrinking
Your Stand has gained the ability to shrink objects down to a very small size. As an action
you can cause an object to begin to shrink by 1 foot per minute by using your Stand’s
long and sharp index finger, and the object can be no larger than 10ft by 10ft (3 metros).
You can do this a number of times equal to double your proficiency bonus, regaining all
uses at the end of a long rest or you can spend 1 spirit point for half of your uses back.
The number of items you can have shrunk at one time is equal to your proficiency bonus.
As a bonus action, you can return the object to normal size this reversal happens
instantaneously and violently. If you un-shrink an item that is inside of a creature, they
take force damage according to the size of the object (see Boys always want to touch
things they aren't supposed to.) and if the item is bigger than the creature, they will be
killed instantly because the sheer force would tear their body apart.

I shrank myself! That’s my ability...


Your Stand’s ability to shrink can now be applied to you. As an action, you can have your
Stand shrink you and any items you are wearing or holding down to the size category of
Tiny. This happens instantly and for as long as you want. You can do this a number of
times equal to your level, regaining all uses at the end of a long rest. You can return
yourself to normal size as a bonus action. While you are Tiny, your movement speed is
10ft, you have advantage on Stealth checks, you do 25% less damage when you're shrunk.

That was way to close!


If you are targeted by an attack while normal size you can for 1 spirit point and as a
reaction become tiny in response and evade the attack. When you do this, you can move
1/3rd of your movement without provoking opportunity attacks and then are returned to
normal size.

Whether it’s worthless or worthful is all up to how you use it...


Your Stand can now use Shrinking on people and creatures. As an action for 1 spirit point,
your Stand can use its long sharp index finger to make an unarmed attack. On a hit, this
attack deals 1d6 + your Stand’s Dexterity modifier piercing damage and the target must
make a DC 8 + your Stand’s Dexterity modifier + your Charisma modifier Constitution
saving throw. If they failed, they shrink by 1 size category at the end of each of their turns.
On a success, they shrink by 1 size category every 3 turns. For every size category they
shrink, any damage they deal and their movement speed is reduced by 1/3. The shrinking
lasts for as long as your Stand is summoned, and you can only have 1 creature under this
effect at a time. If your shrinking ends, the effected creature immediately returns to their
normal size.

Did I move too much and tickle his arse?


When you are Tiny, you can return a shrunken object back to normal size to use the force
to launch yourself 50 ft. in any direction you choose.

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