Caravan

"A merchant Stand that can craft and transform items by rearranging their atomic structure. While fully independent, business is its only interest. In exchange for the spirit energy of the user, it can create objects - not unlike the exchange of cash for goods." (In-Game Description)

"Laid-back, witty, and easy to quick on your feet. Kind and gentle, but bad at keeping secrets. Though sharp, you're also timid, shying away from all responsibility. You're dependent on others and quick to panic, and your entire personality can change at the drop of a hat." (Personality Evaluation)"Hey, what's the big idea!? Screamin' like that... Talk about rude! Well, I guess I would too if there were a big ol' bird in front of me..."

- Caravan, utilizing self-deprecation to make the best of an awkward situation.

Base Stats
In addition to these base stats, the Stand itself gives a bonus of Power/Durability +1 and Spirit +2. Caravan is capable of attacking at all ranges, dealing high physical damage but has a high SP cost and is very lacking in damage against immaterial enemies such as Burns, Green Hornets, etc, so you will be relying on your regular attacks, Stand Attack, Desperation Attack, and Caravan Act 3 against those kinds of enemies.

Moveset
Caravan's normal attack is short and mid-ranged, physical, has a basic hit rate of 90%, and has a 10% chance of inflicting OffGuard.

Skills that have corresponding items, like Hand Grenade, Bazooka Launcher, Dynamite, Submachine Gun, Missile, and Nuclear Warhead, can be learned early by sleeping in the inn with the item version in your inventory. Caravan will attempt to reconstruct it, and if it succeeds, you'll learn the move even if you aren't at the required level. The following moves can only be learned after sleeping in the inn with the following characters or items in your party. Note: Caravan's skill-learning events of any kind require you to sleep in the inn with a party member for them to trigger (not including inns on the submarine route).

Caravan Act 2
At level 19, you'll learn Caravan Act 2, which will take you to a special shop. You cannot save in here, and Caravan Act 2 will disappear while inside (it will be relearned once you exit). There is an inn where you can sleep for 500G a night. Days will not pass when using the inn, but hotel events (including those with Caravan) will not occur.

Shop Data
The following three items are easter eggs, and have no use. The following items are only available on your 4th playthrough and up: The following items are only available on your 6th playthrough and up:

Overworld Interaction
Japan Charter Ship Calcutta Pakistani Border Foggy Village Karachi West Bengal Kom Ombo Cafe Dio's Manor
 * Can check the first-aid kit in the player's home to learn the Ointment, Cooling Pad, Antidote, Eyedrops, Soothing Medicine, and Awakening skills early.
 * Adds extra dialogue during the scene with Kakyoin's flesh bud.
 * Removes the 10-Turn limit in the fight with Dark Blue Moon, by producing oxygen tanks for Jotaro and the player.
 * Can fix the generator if you are level 35 and in the science club.
 * For an SP cost, you will not suffer the OnFire status effect on the 6th turn in the Wheel of Fortune battle.
 * Adds extra dialogue after defeating Enya if you are in the science club and fixed the broken generator, bought a broken TV from the scrap dealer, and found a TV manual in Calcutta.
 * CANNOT fight the Lovers with Kakyoin and Polnareff.
 * On Day 25 onwards, you can heal the fallen Terrorist for -2 bad karma.
 * Can help the Refugee camp. One day passes, and you receive -2 bad karma and a Junk Bracelet.
 * Adds extra dialogue after the second fight with Khan.
 * Can cheat on the Daniel J. D'Arby Poker Game. There is a chance that he will catch you cheating, in which you'll instantly lose, but if he doesn't, you'll earn 1 Badge of Honor.
 * D'arby can be fought if your level is 40 or higher.

Author's Notes
''In short, a "cheerful businessman". The stand beame a merchant-type simply because of the user's strong mercantile nature. Their two-facedness and small-mindedness are also reflected in their stand. The stand itself is like a bird, free and unrestrained, but hard to hate.''

Trivia

 * Caravan is the only Stand in the game besides Specials to talk to the player, and speaks with a pronounced Kansai dialect in the Japanese version.
 * According to Clayman, Caravan represents the Enneagram type 7w6.
 * According to Clayman, the user of Caravan is a parallel to Joseph.