Caesar Zeppeli, Training (JJBA Supplement)
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Caesar Anthonio Zeppeli[edit]
Medium humanoid (Human), chaotic good Armor Class 23 (natural armor)
Saving Throws Dex +12, Con +12, Wis +8, Cha +7 Spirit Points. Caesar has 2 spirit points which he can expend. All expended Hamon points are regained at the end of a long rest. Hamon. Caesar has 8 Hamon points which he can expend. All expended Hamon points are regained at the end of a long rest. If a creature is Undead, they take 3 (1d6) radiant damage for every Hamon point they have at the end of each of their turns. Natural Hamon. When Caesar would spend spirit points, he may instead spend three times as many Hamon points. When Caesar would spend Hamon points, he may instead spend half as many spirit points. Hamon Defense. While Caesar has at least 1 Hamon point, he gains a +2 bonus to his melee attack and damage rolls and his AC, his jump distances are doubled, his unarmed strikes deal radiant damage, he is immune to the incapacitated condition, he can speak while paralyzed or petrified, and he remains aware of his surroundings while petrified. When he drops to 0 hit points while he has at least 1 Hamon point, he becomes paralyzed instead of unconscious, but he can not spend Hamon points until he regains at least 1 hit point. Advanced Technique. When Caesar uses a Technique as an action, he may spend additional Hamon points equal to half its cost, to a minimum total cost of 2 and a maximum total cost of 8, to use it as a bonus action. Brawn and Discernment. When Caesar is targeted by an area effect that lets him make a Strength, Intelligence, or Wisdom saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. Imbued Body. Caesar's maximum age is 130 and he has advantage on saving throws against gaining exhaustion from sources that are not creatures. When he completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 2 Hamon points, he may take the dash action and disengage action. Perfect Master. Caesar has advantage on saving throws to resist being blinded, stunned, or poisoned. ACTIONSMultiattack. Caesar makes two attacks with his unarmed strikes, makes an unarmed strike and up to two actions that costs Hamon points, or uses up to three actions that cost Hamon points. Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. Hamon Breathing. Caesar regains 4 Hamon points. This can be used as a bonus action, but he only regains 1 Hamon point if he does so. Bubble Cutter (2 Hamon Points). Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: 10 (2d4 + 5) radiant damage. Bubble Cutter Gliding (3 Hamon Points). Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: 12 (2d6 + 5) radiant damage. This attack has advantage. Bubble Launcher (3 Hamon Points). Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: the target is restrained for 1 minute or until they take any damage. Hamon Cutter Lenses (2 Hamon Points). Every creature in a 60 foot radius around Caesar must attempt a DC 21 Constitution saving throw. On a failure, they take 12 (2d6 + 5) radiant damage. On a success, they take half as much damage. Hamon Barrier (3 Hamon Points). Caesar create a 15 foot line in front of him that counts as full cover despite being transparent that lasts as long as he does not move or use any actions, bonus actions, or reactions. Sticking and Repelling Hamon (2 Hamon Points). Until the end of his next turn, Caesar can walk across liquid, vertical, and difficult terrain as if it was solid ground. Zoom Punch (1 Hamon Point). As a bonus action, Caesar gains 10 additional feet of reach until the end of their next turn. Hamon Healing (2 Hamon Points). One creature within 5 feet regains 4 (1d8) + the target's Constitution modifier hit points unless they are a construct, elemental, or undead. Ripple Hypnosis (2 Hamon Points). One creature within 5 feet of Caesar must attempt a DC 21 Charisma saving throw. On a failure, they either lose the blinded, charmed, deafened, or frightened condition, gain one of said conditions for 1 minute, or instantly fall unconscious for 1 minute if their CR or level is 5 or lower. A creature that gained a condition may retry this saving throw at the end of each of their turns, ending the effect early on a success. Deep Pass Overdrive. Caesar creates a Tiny manifestation of his Hamon that has 1 hit point. The first creature that touches the manifestation has their Hamon point maximum increase by 4, they gain 1 Technique that he knows, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute. If they are undead, they instead take 22 (4d10) radiant damage, and they have disadvantage on Strength, Dexterity, and Constitution saving throws for 1 minute. After using this Technique, Caesar dies instantly. Dramatic Pose. Caesar gains advantage on the next saving throw he makes before the beginning of his next turn. This can be used as a bonus action for 1 spirit point.
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While Caesar had trained with Lisa Lisa before, to be able to surpass the, pillar, and men after only a month of training would require hardships he had never endured in the Hamon monastery on Air Supplena Island. As their first test, Caesar and Joseph were thrown into the Hell Climb Pillar, a vertical climb up a sheer pillar coated in oil littered with traps. When Joseph accidentally activated a pressurized wave of oil that created a ceiling above them that could cut a man in half, Caesar carefully used his Hamon to cut through it, while Joseph used his unconventional thinking to slide along it, using his momentum to vault over the the edge, where pressure was the lowest. One step from the top, however, Joseph slipped, only to be caught by Caesar, now officially ex-rivals. At the end of their first week in training, Caesar was dismayed to see Joseph already fighting Esidisi who had infiltrated the island, but the fight was over before it he could arrive, though it would take the both of them to kill Esidisi, whose remains had taken over the body of Suzie Q, Lisa Lisa's caretaker. With Esidisi defeated and time to gather their surroundings, they discovered that the Red Stone of Aja had been transported to Switzerland, and so the three Hamon masters, along with Caesar's personal Hamon trainer Messina, traveled north, where they would recover the stone with help from Stroheim. Tracking Kars and Wamuu to an abandoned hotel near a ski lodge, Caesar demanded that they attack in the day, when they could potentially out-maneuver them, but neither Joseph nor Lisa Lisa agreed, believing that to be the obvious option that they would certainly be more prepared for. When Caesar made it about his family's pride, Joseph completely disregarded legacy as a worthwhile concept, unaware of their families' intertwined fates, enraging Caesar. Storming the hotel alone, though Messina eventually caught up to him, he was ambushed by Wamuu, who had develop a technique to become invisible, even to the sun, for short periods of time. Cutting off Messina's arm and dragging his body into the hotel, Caesar had no choice but to enter. Caesar fought valiantly, and was even able to make room for Messina to escape and survive, but he was no match for Wamuu. In his final moments, Caesar plucked the antidote to Wamuu's wedding ring of death from his lip, infusing it and his headband with Hamon in hopes that Joseph would be able to defaet the pillar men once and for all. |
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