Name: Jordan Jotunn/Jojo/Yoyo
Race: Human enough
Age: -
Hair/Eye/Skin: Black/Green (turns Red when Iron Maiden is summoned)/Pale
Ht/Wt: 5’11”/250 lbs
Muscle Tone: heavy
HP: 72
EP: 60
Style: 0
HYPEOMETER: 100%
Money: 50 gp
Elan: -
Faith: -
Martial Arts: -
Score Modifier
STR 26 +8
DEX 17 +3
CON 14 +2
INT 14 +2
WIS 12 +1
CHA 18 +4
ECL: Shadowmancer 3
Experience: -
Alignment: Chaotic Good
Element: Darkness
Chosen Element: Darkness
Chosen Magic Ability Stat: Charisma
Chosen Magic School: Conjuration
Theme Song: “Let Me Out” by Dream Evil
Languages Known: Common, Draconic, Elven, Terran, Shadow
Affiliated Groups: Black Tower
AC: 15 (19 if unarmed)
BaB: +8/+8
Grapple: +10
Trip: +8
Init: +7
Fort: +15
Ref: +8
Will: +12
DmR: -
Overview (of the character):
Born of the enigmatic Black Tower, Jojo has been thrown into the world for reasons unknown. During his harrowing escape, he learned of the strange creature that lives within him.
Since then he has made himself a name as a wandering vagabond, a mercenary and something of a thief, all to learn more of the Black Tower and Neo-Florida history, as well as himself.
Items
Magnifying Glass
Map (Magic)
(NOTE: shows where Jojo’s been, updates on its own, and shows the movements of any spat out by the Black Tower. If used by a person without Black Tower origins, causes a constant -1 HP per minute and -1 Ability Scores (all) per hour blonus effect. This effect remains until a person with Black Tower origins touches the map once again. Should the Black Tower origin-based character give away or sell the map, it will return to their pack within three hours.)
Merchant’s Scale
Thieves Tools
Traveler’s Outfit
Bandolier x2
Caltrops x1 (1 lb)
Grooming Kit
Fighter’s Kit
Dice (Loaded)
Flint and Steel
Waterproof Bag
Tent (Small)
Equipment
Haramaki +1 - AC+2, spell chance failure 0%, - weight
Favored Weapons
Unarmed (literally just his own fists and Iron Maiden)
Favored Clothes
Prefers light clothes and armors. [IRON MAIDEN] has her own set of armors and clothes, which appear with her.
Skills Score Modifier Misc Total
Acrobatics (Dex) 1 3 4
Appraise (Int) 1 2 3
Bluff (Cha) 1 4 5
Climb (Str) 1 8 9
Craft (Int)
(Weapons) 1 2 3
Craft (Int)
(Armor) 1 2 3
Craft (Int)
(Alchemy) 1 2 3
Diplomacy (Cha) 4 4 2 10
Disable Device (Dex) 1 3 4
Disguise (Cha) 1 4 5
Escape Artist (Dex) 1 3 4
Handle Animal (Cha) 1 4 5
Heal (Wis) 1 2 3
Intimidate (Cha) 4 4 2 10
Knowledge (Int)
(Dungeoneering) 1 2 3
Knowledge (Int)
(Local) 1 2 3
Knowledge (Int)
(Arcana) 1 2 3
Knowledge (Int)
(Engineering) 1 2 3
Knowledge (Int)
(Geography) 1 2 3
Knowledge (Int)
(History) 1 2 3
Knowledge (Int)
(Nature) 1 2 3
Knowledge (Int)
(Nobility) 1 2 3
Knowledge (Int)
(Planes) 4 2 3
Knowledge (Int)
(Religion) 1 2 3
Linguistics (Int) 1 2 3
Perception (Wis) 1 2 3
Perform (Cha) 1 4 5
Profession (Wis)
(Herbalist) 1 2 3
Profession (Wis)
(Gambler) 1 2 3
Sense Motive (Wis) 1 2 3
Sleight of Hand (Dex) 1 3 4
Spellcraft (Int) 3 2 5
Survival (Wis) 4 2 6
Stealth (Dex) 1 3 4
Swim (Str) 2 8 10
Use Magic Device (Cha) 3 4 7
Unarmed Attack (To Hit) 1 1 2
Unarmed Attack (Dmg) 4 4
Unarmed Defense 3 1 4
Attack Strings
Beat Up
Beat Down
Favored Attack Strings
Beat Up - Unarmed + Unarmed
TO HIT: +8/+8 (BaB+Unarmed Atk (To Hit)+Brawl)
Damage: 1d6+1d4+6+8+4/1d6 +1d4+6+8+4
(Massive Damage - +6)
(Str Mod - +8)
(Unarmed Atk Dmg - +4)
Beat Down - Blitzkreig + Unarmed
TO HIT: +8/+8 (BaB+Unarmed Atk (To Hit)+Brawl)
(1d10 x (1d6+1d4+6+8+4)) + (4d8 + 6 + 8) / 1d6+1d4+6+8+4
(Massive Damage - +6)
(Str Mod - +8)
(Unarmed Atk Dmg - +4)
(Unarmed Damage - 1d6+1d4+8+4+4)
Combined Special Attack [JOJO + IRON MAIDEN]: OMEGA FUCK
BLITZKREIG X BLITZKREIG
TO HIT: +10
Ignores AC/force fields (as per homebrew rules), halves current HP
(((1d10 x (1d6+1d4+2+12+16)) + (4d8 + 16 +4))) + (((1d6+1d4+6+4+4)) + (4d8 + 6 +8)))x2
UPGRADE - Summon Shadow + Touki + Shadow Weapon level 1
Turn 1 - summon shadow for free, absorb shadow for Touki (+1 AC, +1d6 to Unarmed Damage, create Shadow Weapon level 1 (+1d6 to Unarmed Damage, P/S/B declaration, crit x3)
Turn 2 - Unarmed Attack + Unarmed Attack
AC: +1
Crit: x3
Type: P/S/B/ (upon declaration)
TO HIT: +8/+8 (BaB+Unarmed Atk (To Hit)+Brawl)
Damage: 3d6+1d4+6+8+4/3d6+1d4+6+8+4
(Massive Damage - +6)
(Str Mod - +8)
(Unarmed Atk Dmg - +4)
(Unarmed Damage - 1d6+1d4+6+4)
(Touki - +1d6)
(Shadow Weapon level 1 - +1d6)
UPGRADE (Alpha) - Summon Shadow + Touki + Shadow Weapon level 1
Turn 1 - summon shadow for free, absorb shadow for Touki (+1 AC, +1d6 to Unarmed Damage, create Shadow Weapon level 1 (+1d6 to Unarmed Damage, P/S/B declaration, crit x3)
Turn 2 - Blitzkreig + Unarmed
AC: +1
Crit: x3
Type: P/S/B/ (upon declaration)
TO HIT: +8/+8 (BaB+Unarmed Atk (To Hit)+Brawl
(1d10 x (3d6+1d4+6+8+4)) + (4d8 + 6 + 8) / 3d6+1d4+6+8+4
(Massive Damage - +6)
(Str Mod - +8)
(Unarmed Damage - 1d6+1d4+6+8+4)
(Unarmed Atk Dmg - +4)
(Touki - +1d6)
(Shadow Weapon level 1 - +1d6)
UPGRADE: COMBINED SPECIAL ATTACK [JOJO + IRON MAIDEN] ~BEYOND OMEGA KILL~
TO HIT: +11
Ignores AC/force fields (as per homebrew rules), halves current HP
Turn 1 - summon shadow for free, absorb shadow for Touki (+1 AC, +1d6 to Unarmed Damage, create Shadow Weapon level 1 (+1d6 to Unarmed Damage, P/S/B declaration, crit x3)
Turn 2 - {BLITZKREIG X BLITZKREIG}
(((1d10 x (1d6+1d4+2+6+16)) + (4d8 + 18 +4))) + (((1d10 x (3d6+1d4+6+8+4)) + (4d8 + 6 +2)))x2 crit x5
Class/Race Notes
Human - +2 to any one ability score (CHA chosen), Skilled, Powerful Presence (+Persuasive)
Shadowmancer - Perfect Synchronization
Conjuration, Evocation, Illusion, Abjuration
Strongest: Shadow/Either day or night
Persuasive - You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Powerful Presence - Charisma is treated as 2 points higher for feat requisites. Also grants Persuasive as a free feat.
Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Touki - Upon entering into the job, a Shadowmancer is able to incorporate their shadow's basic presence on top of their own aura, acting as a shield as well as an enhancer. Must be activated through synchronization, lasts throughout the entirety of combat, and immediately disengages itself at end of combat unless directed otherwise by GM. While Touki is activated, player has the ability of +1d6 unarmed melee attack bonus, and +1 AC. The user gains these abilities if they do not actually have them, and they do not stack with existing already learned abilities. Note that "Touki" takes up one summoned shadow from use. A fully evolved Touki takes up 5 Shadows from the field of battle, leaving a level 20 Shadowmancer with 5 Shadows left to fight with. As one gains more Touki levels, a Shadowmancer is able to "pump" it up the moment they engage it with up to 4 more shadows, increasing it's abilities by +1d6 unarmed melee attack bonus and +1 AC for each shadow pumped into it.
Summon Shadow+2 - this is the absolute most basic move for a Shadowmancer, and the basis for their entire job (so to speak). Summons an entity from the Shadow World to act at the behest of the Shadowmancer. May require individual contracts, but certain jobs/individuals can gain entire portions of the Shadow World itself to act in the prime material plane. Shadows can be used for a variety of things, including attacking, defense, Touki, and other abilities. Summoning Shadow takes no energy, BUT should the Shadow be banished or defeated, it can be called back for 4 energy points during combat (otherwise, they have a cooldown of one hour). Controlling shadows is counted as a free action (send out 3 shadows to attack, absorb one shadow as a Touki, hold 1 shadow back to watch your back, while you rush in and attack), not as an interrupt, and can only be done during your turn. Note: all shadowmancer abilities are supernatural in origin, neither magical nor psionic.
Things you can do with a summoned shadow:
Attacks twice in a full round with its fists for 1d6 (this CAN be upgraded at level 15 to natural weapons: tail, claws, fists, whatever the shadow is)
Blocks a shot or full round attack (shadows have about 10 hp, and leave the Prime Material Plane upon being hit)
Act as a second pair of eyes (if a shadow is set to "watch your back," no one can sneak up on you or flank you)
Float about and manipulate objects (acts as a telekinesis or spectral servant spell). They can only move around up to 10 pounds though, and for a limited duration of 2 minutes before they blink out.
Sleep - the Shadowmancer gains the spell-like ability to cast Sleep 1/game day
Elasticity 2 - the character can stretch two body parts up to 5x their regular dimensions and receives +2 to Unarmed Attack/Defense (Grappling) skill checks
Adaptation 1 (Shadow) - needs no Interdimensional Sickness check for the Shadow Dimension.
Unarmed Def+1
Unarmed Atk+1 (to hit)
Combat Martial Arts - with an unarmed strike, the character can inflict damage equal to 1d4+Str Mod
Shadow Weapon - this is an option of the Touki, allowing for an improved offensive capability by turning one of the "arms" of the Touki into a weapon all it's own. As the Shadow Weapon increases in strength, it's abilities and even shape/size can change depending on which level it is. The Shadow Weapon counts as a Natural Weapons (as far as prereqs for the feat), and as such the feat works with them.
Level 1 - +1d6 piercing, slash or blunt damage. Special dispensation can be made for small firearms/lazers/energy guns. Crit x3
Shadow World - at this time, the Shadowmancer gains the affinity (but not the Sense ability) for the nearby dimension of Shadow World. This does nothing but allows the Shadowmancer to summon forth a shadow. First step to Shadow Dominance school, and necessary for Shadow Walk and Shadow Twist.
Armor Proficiency - Light
Armor Proficiency - Medium
Simple Weapon Proficiency
Melee Weapon Proficiency
Martial Weapon Proficiency
Shadowform - the Shadowmancer gains the ability to take Alternate Form: Shadow at will. Costs 1 shadow. During Shadowform, their stats do not change but they do gain these special abilities immediately:
Special Movements: Walk through Shadows (allows one to walk into shadows as if a Shadow Twist, or enter the Shadow World) and Walk through Objects
Incorporeal
Special Defense: Breathing, Pressure, Intense Cold, Intense Heat, Vacuum of Space
Special Restriction: Cannot Attack (immediately dispels Shadowform)
Special Ability: Can cast non-combat magic
Special Weakness: Light (as if the spell or spell-like ability) or Dark (as if the spell or spell-like ability) - immediately dispels Shadowform
Special Ability: Can use/attack with your Shadow Weapon
Shadowwalk - allows a Shadowmancer of the Prime Material Mode to walk through shadows as if they themselves were a Shadow. Works up to 20 ft. During Shadow Dominance, this increases to 80 ft. Costs 1 shadow.
Darkness - allows the Shadowmancer to use the spell-like ability Darkness 3/day. During Shadow Dominance, this becomes True Darkness and can be used 5/day.
Shadowsight - allows one to see through Shadows and low-light vision.
Special Attacks
Blitzkreig - 1d10 x Unarmed Damage + (4d8 + Str Mod)
Unique 5 (1d10 x Unarmed Damage), Muscle Powered, Affects Ethereal
Melee 2, Static 2, Limited Shots 2, Uses Energy 2
Description: a severe and harsh series of rapid-fire punches.
Feats
Cunning - You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
Ambidexterity - can utilize either hand to fight or defend. No off-hand negatives.
Brawl - during unarmed attack, +1 to hit and 1d6+Str Mod
Cleave - if the character kills or KO’s a target, can gain an immediate extra melee attack against another opponent adjacent to the character. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. This can only be done once per round.
Power Attack - on the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.
Dodge - during the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action. A condition that makes the character lose his or her Dexterity bonus to defense also makes the character lose dodge bonus.
Improved Initiative - +4 on initiative checks.
Iron Will - +2 to Will saving throws.
Endurance - whenever the character makes a physical check, the character gets a +4 to that check. Examples: running, swimming, holding the character’s breath, etc.)
Combination Attack [IRON MAIDEN]
Combined Finishing Move [IRON MAIDEN]
Rapid Assault - deals 1d6 extra damage per attack in first round of combat.
Tough (2 points, 5e feat) - Max HP + 6, +2 every left after this
Attributes
Aura of Command 1 - can inspire one person.
Attack Combat Mastery 1 - +1 to BaB
Damn Healthy 2 - +2d8 hp
Energy Bonus 2 - +40 ep
Enhanced [INT] - +1 to Int
Enhanced [WIS] - +1 to Wis
Highly Skilled 1 - +4 to skill points
Heightened Senses (Smell) - +4 to skill checks involving Smell
Heightened Senses (Taste) - +4 to skill checks involving Taste
Massive Damage 3 (unarmed) - +6 unarmed damage (before crit)
Mind Shield 2 - +4 Willpower versus Mind Control, telepathy, or Special Attacks with Mind/Soul abilities.
Servant 4 [IRON MAIDEN] - see Iron Maiden character sheet. Has a single servant created from 30 character points. See GM notes for further details. Connected to the Unknown Superhuman Power (Stand) ability.
Servant +2 - adds 20 extra points to Servant (equal to two extra levels)
Dynamic Sorcery 3
Special Attack 3 - Blitzkreig. Please see Blitzkreig details under Special Attack section.
Special Defense (Aging) - has a slowed Aging rate.
Unknown Superhuman Power (Stand) 1 - has an ethereal Servant that can be summoned as a free action. This summoning is considered a Supernatural ability, and a Spell-Like Ability at the same time. The Stand is ethereal and can emerge from any point of the user’s body, sharing the user’s same point in space. The Stand can affect the physical realm without becoming completely physical. Both creatures are lifelinked - if an attack hits the user, it affects the Stand, and vice versa.
Superstrength 1 - +8 to STR
Defects
Achilles Heel 1 - 1 cp (left armpit)
Detectable 2 - 2 cp (scrying magi/psi/faith/ki - “scream of the world”, anytime Iron Maiden is summoned)
Marked 2 - 2 cp (tattoos on his hands)
Nemesis 3 - 3 cp (same as everyone)
Phobia 1 - 1 cp (snakes)
Recurring Nightmares 1 - 1 cp (when the Black Tower downloads or uploads from his brain, it can leave him shaken and fucked up sometimes)
Skeleton in the Closet 2 - 2 cp (he was born of the Black Tower, something that would kinda put everyone against him if they knew)
Wanted 2 - 2 cp (“Did some things”)
Hype Attack
Uncustomized Hype Attack - User now enters a special attack round which counts as Speed 10. Cannot be used as an Interrupt or Counter. Can only be used either at the beginning or end of the user's attack round. Gives up all other attack actions to perform one unblocked, undodgeable attack that is considered a Take 20. Follows the rules of Elan.
Finishers
Level 1 - [Out of Control]
Background: Black Tower with the blazing red sun behind it.
Song: “Out of Control” by Battle Beast
1/2 Effect: keeps enemy separated from body until the end of combat. This completely negates AC, but attacks must be able to affect ethereal.
Jojo summons [IRON MAIDEN] who turns ghostly, tears the opponent’s soul out of their body (negating AC completely). Utilizing Ghost Division she clones herself into 1d20 clones (minimum of twice) and then blasts her Blitzkreig attack into the enemy. At the end of it Jojo himself smashes the enemy out of sequence, exploding their soul completely and utterly wrecking their body for (1d100xUnarmed Damage) x Cha Mod damage.
NOTES
>completely updated as of 8/18/19
>Level 3 (2 less than players) 2/21/20
Free feat (Rapid Assault)
2d8+4 HP
+ 8 EP (+6 EP due to increase)
+2 BaB (add 2)
Fort Ref Will +3 (add 2)
20 style points
Shadowform, Shadowwalk, Darkness, Shadowsight
Summon Shadow+1, Massive Damage (Unarmed)
Style points:
Tough (2 points, 5e feat) - Max HP + 6, +2 every left after this
Servant+2 (2 points) - 10 CP to Iron Maiden (+6 CP due to new defect)
Dynamic Sorcery +1 (8 points)
Superstrength (4 points) - +8 to STR
Special Attack (4 points) - given to Blitzkrieg (improving it from 3d8 to 4d8)