The Stand User
Hit Die: d10
Class Skills (4 + Int)
||Manifest Stand, Stand Abilities (3, 0th), Wild Talent
||Stand By Me
||Stand Abilities (6)
||Stand Abilities (1st)
||Stand Abilities (9), Iron Will
||I Stand Alone
||Stand Abilities (12, 2nd)
||We Stand Together
||Stand Abilities (15)
||Stand Abilities (3rd)
||Stand Abilities (18), Can't Stand Still
||Time Stand Still
||Stand Abilities (21, 4th)
||Can't Stand Losing You
||Stand Abilities (24)
||Stand Abilities (5th)
||Stand Abilities (27)
||Don't Stand Another Chance
||Stand Abilities (30, 6th)
||Here I Stand
Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Profession, Sense Motive, Spot, Survival, Swim, Tumble
Weapon and Armor Proficiencies: A Stand User is proficient with all simple and martial weapons and all armor and shields (except tower shields).
Manifest Stand (Su): A Stand User can manifest a guardian soul called a Stand from sheer willpower and fighting spirit. Stand Users do battle using these Stands. The Stand has the same stats and feats as the Stand User and acts on his turn. The Stand is incorporeal but can fully interact with material objects and creatures and gains a fly speed (perfect maneuverability) equal to the Stand User's land speed. It cannot, however, equip items, but any magic items worn by the Stand User also apply their benefits to the Stand. For instance, if the Stand User wears a Belt of Strength +4, the Stand would also receive a +4 enhancement bonus to strength. Since Stands cannot wield weapons, they fight with their fists, gaining Improved Unarmed Strike as a bonus feat.
Manifesting a Stand is a move action, while using a Stand in battle is a standard action. While the Stand is being used, it gets both a standard and move action as normal, but it cannot move more than twenty feet away from the Stand User. When the Stand is not being directed, it hovers in the Stand User's space. The Stand also manifests in the Stand User's space.
The Stand is also invisible to non-Stand Users as per the spell Greater Invisibility. A Stand's invisibility cannot be purged or dispelled, but it can be seen with See Invisibility and other effects.
A Stand User and his stand share an HP pool. As one takes damage, so does the other. As the Stand is merely a projection of the Stand User's mind, it cannot be directly affected by mental attacks. As such, a Stand is immune to all mind-affecting effects. However, the Stand does serve as a second target for line of effect towards the Stand User. The Stand also cannot be affected by any morale bonuses or penalties, but any such effects affecting the Stand User are carried over to the Stand. In addition, the Stand User can perceive the world through his Stand and receives all sensory information from it. The Stand has all the same senses as the Stand User. However, if the Stand User loses a sense due to an injury (such as having his eyes damaged), the Stand retains its senses.
Dismissing a Stand is a free action. Keeping a Stand active for extended periods of time is mentally taxing. After ten minutes of continuous use, the Stand User must begin making Will saves every minute versus a DC equal to the number of minutes the Stand has been active. If he fails this save, the Stand is automatically dismissed, and the Stand User takes 1d4-1 Intelligence damage and becomes fatigued. Thereafter, his Stand burns out and cannot be manifested again for an hour. If the Stand is willingly dismissed, it can be manifested again at any time, though the Stand User must wait at least ten minutes to reset the continuous use counter.
Stand Abilities (Su): As Stands are extensions of a Stand User's psyche, the Stand User can shape and personalize the Stand to his whim. He gains 3 points that can be used to augment a Stand's abilities. At every odd level, he gains 3 more points to distribute and can redistribute his previous points.
Increase Strength (1 point): The Stand's strength score increases by 1 per point spent.
Increase Dexterity (1 point): The Stand's dexterity score increases by 1 per point spent.
Increase Constitution (1 point): The Stand's constitution score increases by 1 per point spent. Any extra hit points gained from a higher constitution modifier are treated as temporary hit points that refresh an hour after the encounter ends.
Decrease Size (2 points): The Stand becomes one size category smaller. It gains +4 dexterity and loses -2 strength. Can be taken multiple times to stack effects.
Increase Size (3 points): The Stand becomes one size category bigger. It gains +4 strength and loses -2 dexterity. Can be taken multiple times to stack effects.
Increase Speed (1 point):The Stand's fly speed increases by 10 feet per point spent.
Increase BAB (3 points): The Stand has full BAB.
Boost Attack (2 points): The Stand gains an attack bonus on all attacks equal to the Stand User's charisma modifier.
Boost Damage (2 points): The Stand gains a damage bonus on all attacks equal to the Stand User's charisma modifier.
Boost Armor Class (2 points): The Stand user gains a bonus to AC equal to the Stand User's charisma modifier.
Boost Skill (1 point): The Stand gains a bonus on checks with a single skill equal to the Stand User's charisma modifier. Can be taken multiple times for different skills.
Boost Durability (3 points): The Stand gains DR/- equal to the Stand User's charisma modifier.
Boost Resistance (2 points): The Stand gains resistance to one type of energy at 5% per point of the Stand User's charisma modifier.
Weapon Use (1 points): The Stand can wield weapons and shields. It is has the same proficiencies as the Stand User.
Armor Use (1 points): The Stand can wear armor. It has the same proficiencies as the Stand User.
Item Use (2 points): The Stand can use use-activated items.
Fighter Bonus Feat (2 points): The Stand gains a fighter bonus feat. Either it or the Stand User must meet the prerequisites.
Bonus Feat (3 points):The Stand gains any bonus feat. Either it or the Stand User must meet the prerequisites.
Spell-Like Ability (variable): The Stand gains an SLA usable at will. The point cost is equal to the spell's level +1. At first level, a Stand can only get SLAs of 0th level spells, but this limit increases by one every three levels after first. Caster level is equal to Stand User level.
Psi-Like Ability (variable): The Stand gains an PLA usable at will. The point cost is equal to the power's level +1. At first level, a Stand can only get PLAs of 0th level powers, but this limit increases by one every three levels after first. The damage and DCs of these powers automatically scale with level, but no other augments are gained. Manifester level is equal to Stand User level.
Wild Talent: At first level, a Stand User gains Wild Talent as a bonus feat.
Stand By Me (Su): By level two, a Stand User becomes better at using his Stand to defend himself. While the Stand is manifested, the Stand User receives a bonus to AC equal to his Will save bonus.
Iron Will: At fifth level, a Stand User gains Iron Will as a bonus feat.
I Stand Alone (Su): A fifth level Stand User has learned how to project his Stand at a greater distance. His Stand can now move up to 60 feet away plus 10 feet per point of charisma modifier.
We Stand Together (Su): Upon reaching level eight, a Stand User has become intuitive enough that his Stand can react on its own. Whenever a Stand User is attacked while flat-footed, even if he does not know the attack is coming, he rolls a Will save with a +2 bonus versus a DC equal to the attack roll. If he succeeds, his Stand automatically manifests and blocks the attack. This counts as acting in combat and means the Stand User is no longer flat-footed. He cannot use this ability when his Stand is burned out.
Can't Stand Still (Su): At level eleven, a Stand User can manipulate his Stand with greater efficiency. Manifesting a Stand now takes a swift action, and directing a Stand in combat is now a move action action.
Time Stand Still (Su): By level twelve, a Stand User can think quickly enough that it boosts his Stand's speed and allows it to permanently act as if hasted.
Can't Stand Losing You (Su): A fourteenth level Stand User has mastered his psyche enough to better protect himself and his Stand from psychic attacks. He can apply his charisma modifier as a bonus on all Will saves versus mind-affecting effects. In addition, both he and his Stand gain Power Resistance equal to his Stand User level plus his charisma modifier. If magic-psionic transparency is in effect, this power resistance applies only to enchantment and illusion spells.
Don't Stand Another Chance (Su): By level eighteen, a Stand User has become familiar enough with how his Stand works that he can alter it at will. By spending an hour in deep meditation, he can reassign any and all points in his Stand Abilities class feature. If this meditation is interrupted, he must start over.
Here I Stand (Su): A twentieth level Stand User can now perfectly use his Stand as easily as he breathes. Manifesting a Stand is now an immediate action, and directing a Stand in combat is a free action.