Man on Fire
2012-04-26, 08:19 AM
Orcish Juggernaut
“Who put that here?!” – Nanny Grucsh, breaking through three feet thick iron doors
http://img4.imageshack.us/img4/7702/orcjuggernaut.jpg
Over the hundreds of years of continuous attacks on civilized lands Orcish hordes have stumbled upon several inventions made in order to stop them. Thick walls of strongholds, iron defenses of the dwarfs, outnumbering and strategically superior enemy forces, changing terrain, finally all kinds of magic - way to often their fury had crashed against them like waves against rocks of the shore. But Orcs are much smarter than it may seem. If you throw something at them, they shall adapt - that's how they survived for so long and how they shall continue for years to come. Slowly, over the years and in great secret, many Orc tribes were creating new weapon - special group of warriors selected and trained from the greatest, strongest and toughtest fighters and barbarians among the horde, all in one purpose - to break the enemy defenses. These so called “Juggernauts” are capable of breaking through almost anything that could stop rest of the troops and the strongest of them managed to even gain natural immunity to magic. They live with only one goal – to charge and to smash. They aren’t great thinkerers, you point them in general direction of the target, they destroy, that’s all that is to them.
Requirements:
Must be an Orc, Ogre, Half-Orc or Half-Ogre.
Base Attack Bonus +5 or more
Proficent in heavy armor
Feats: Great Fortitude, Endurance
Hit die: d12
Table: Orcish Juggernaut
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+1| Improved Charge, Bonus Feat, Used to Armor 1
2nd|
+2|
+3|
+0|
+2| Rampaging Terror, Wallbreaker, Natural Armor +1
3rd|
+3|
+3|
+1|
+2|Overwhelm, Used to Armor 2
4th|
+4|
+4|
+1|
+3| Got ya!, Natural Armor +2
5th|
+5|
+4|
+1|
+3| Foe Tossing Charge, Bonus Feat, Used to Armor 3
6th|
+6|
+5|
+2|
+4| Body over Mind, Next Big Thing, Natural Armor +3
7th|
+7|
+5|
+2|
+4| Thunder Clap, Freedom of Movement, Used to Armor 4
8th|
+8|
+6|
+2|
+5| Walking Stronghold, Natural Armor +4
9th|
+9|
+6|
+3|
+5|Mental Drill, Used to Armor 5
10th|
+10|
+7|
+3|
+6| Unbreakable War Machine, Natural Armor +5 [/table]
Skill Points: 2+ Int Modifier
Skills: Climb (Str), Craft (Int), Intimidate (Cha), Spot (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str)
Abilities:
Weapon and armor proficency: Orcish juggernaut is proficent with all simple and martial weapons, but no shields.
Improved Charge: At first level orcish juggernaut can charge at double speed even if he can make only standard action or move action this turn. He also can make full attack when he charges.
Bonus Feat: At first level orcish juggernaut may choose either Improved Unarmed Strike or Improved Grapple as his bonus feat.
Used to armor: At first level orcish juggernaut does't suffer maximum speed penalty for wearing medium armor. At fith level Orcish Juggernaut doesn't suffer maximum speed penalty for wearing heavy armor. Additonally, at first level and every two levels taken in this class thereafter orcish juggernaut's AC penalty for wearing an armor deceases by 1.
Natural Armor: At second level and every two levels taken in this class thereafter orcish juggernaut gains +1 to his Natural Armor bonus
Rampaging Terror: At second level whenever orcish juggernaut charges his opponent must make a sucessful Will save or becomes shaken. If he is then hit by charge, all other enemies must make a successful Will save or become Frightened.
Wallbreaker: At second level orcish juggernaut can charge at the opponent even if there are objects blocking his path, but must make successful Strength check at breaking every such object. If he fails he becomes prone and takes 1d4 damage. He may also use charge to break through the walls and doors at successful Strength check.
Overwhelm: At third level orcish juggernaut cannot be avoided when he attempts to overrun his opponent. During the overrun orcish juggernaut deals the target damage equal to his unarmed damage.
Got ya!: At fourth level if the orcish juggernaut makes a successful grapple check against a smaller opponent he may use his target as an improvised weapon, taking all usual penalties. To get free the opponent must make successful Escape Artist check or grapple check, choosing higher of the two, against juggernaut’s grapple check, which he may attempt at the beginning of every turn. After every successful attack with this improvised weapon, the opponent suffers damage equal the damage dealt to the attack’s target. If the opponent is dead, after every successful attack make Fortitude save with DC 5 x number of successful attacks used with him as a weapon – if it fails, the body breaks apart and is useless.
Foe Tossing Charge: At fifth level orcish juggernaut doesn’t provoke an attack of opportunity when he attempts Bull’s Rush during the Charge and can charge opponent if there is another creature standing in his way, as long as said creature is smaller than him. He automatically overruns every smaller opponent in his path without dealing damage from Overwhelm ability.
Bonus Feat: At fifth level orcish juggernaut may choose either Monkey Grip or Diehard as his bonus feat.
Body over Mind: At sixth level orcish juggernaut may substitute his Constitution modifier for his Wisdom modifier when calculating his Will.
Next Big Thing: At sixth level whenever orcish juggernaut fights larger opponent, he is treated as one size larger than he actually is.
Thunder Clap: At seventh level orcish juggernaut may clap his hands to create the effect of Shout (http://www.d20srd.org/srd/spells/shout.htm) spell. He may do this number of times per day equal half of his character level rounded down.
Freedom of Movement: At seventh level orcish juggernaut gains all the bonuses like if he was under permanent effects of Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) spell.
Walking Stronghold: At Eighth level orcish juggernaut is granted Fortitude save to negate all damage dealt to him by results of spells, even if they don't allow a save.
Mental Drill: At ninth level orcish juggernaut may pass through magic barriers like wall of force or forcecage by making successful Will save against spell's save DC.
Unbreakable War Machine: At tenth level orcish juggernaut can turn his body into soild steel with a sheer power of will – twice per day he may grant himself all effects of Iron Body (http://www.d20srd.org/srd/spells/ironBody.htm) spell as if it was casted on him by a caster with caster level equal his character level. Addtionally orcish juggernaut doesn’t need to eat, drink or breathe anymore.
“Who put that here?!” – Nanny Grucsh, breaking through three feet thick iron doors
http://img4.imageshack.us/img4/7702/orcjuggernaut.jpg
Over the hundreds of years of continuous attacks on civilized lands Orcish hordes have stumbled upon several inventions made in order to stop them. Thick walls of strongholds, iron defenses of the dwarfs, outnumbering and strategically superior enemy forces, changing terrain, finally all kinds of magic - way to often their fury had crashed against them like waves against rocks of the shore. But Orcs are much smarter than it may seem. If you throw something at them, they shall adapt - that's how they survived for so long and how they shall continue for years to come. Slowly, over the years and in great secret, many Orc tribes were creating new weapon - special group of warriors selected and trained from the greatest, strongest and toughtest fighters and barbarians among the horde, all in one purpose - to break the enemy defenses. These so called “Juggernauts” are capable of breaking through almost anything that could stop rest of the troops and the strongest of them managed to even gain natural immunity to magic. They live with only one goal – to charge and to smash. They aren’t great thinkerers, you point them in general direction of the target, they destroy, that’s all that is to them.
Requirements:
Must be an Orc, Ogre, Half-Orc or Half-Ogre.
Base Attack Bonus +5 or more
Proficent in heavy armor
Feats: Great Fortitude, Endurance
Hit die: d12
Table: Orcish Juggernaut
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+1| Improved Charge, Bonus Feat, Used to Armor 1
2nd|
+2|
+3|
+0|
+2| Rampaging Terror, Wallbreaker, Natural Armor +1
3rd|
+3|
+3|
+1|
+2|Overwhelm, Used to Armor 2
4th|
+4|
+4|
+1|
+3| Got ya!, Natural Armor +2
5th|
+5|
+4|
+1|
+3| Foe Tossing Charge, Bonus Feat, Used to Armor 3
6th|
+6|
+5|
+2|
+4| Body over Mind, Next Big Thing, Natural Armor +3
7th|
+7|
+5|
+2|
+4| Thunder Clap, Freedom of Movement, Used to Armor 4
8th|
+8|
+6|
+2|
+5| Walking Stronghold, Natural Armor +4
9th|
+9|
+6|
+3|
+5|Mental Drill, Used to Armor 5
10th|
+10|
+7|
+3|
+6| Unbreakable War Machine, Natural Armor +5 [/table]
Skill Points: 2+ Int Modifier
Skills: Climb (Str), Craft (Int), Intimidate (Cha), Spot (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str)
Abilities:
Weapon and armor proficency: Orcish juggernaut is proficent with all simple and martial weapons, but no shields.
Improved Charge: At first level orcish juggernaut can charge at double speed even if he can make only standard action or move action this turn. He also can make full attack when he charges.
Bonus Feat: At first level orcish juggernaut may choose either Improved Unarmed Strike or Improved Grapple as his bonus feat.
Used to armor: At first level orcish juggernaut does't suffer maximum speed penalty for wearing medium armor. At fith level Orcish Juggernaut doesn't suffer maximum speed penalty for wearing heavy armor. Additonally, at first level and every two levels taken in this class thereafter orcish juggernaut's AC penalty for wearing an armor deceases by 1.
Natural Armor: At second level and every two levels taken in this class thereafter orcish juggernaut gains +1 to his Natural Armor bonus
Rampaging Terror: At second level whenever orcish juggernaut charges his opponent must make a sucessful Will save or becomes shaken. If he is then hit by charge, all other enemies must make a successful Will save or become Frightened.
Wallbreaker: At second level orcish juggernaut can charge at the opponent even if there are objects blocking his path, but must make successful Strength check at breaking every such object. If he fails he becomes prone and takes 1d4 damage. He may also use charge to break through the walls and doors at successful Strength check.
Overwhelm: At third level orcish juggernaut cannot be avoided when he attempts to overrun his opponent. During the overrun orcish juggernaut deals the target damage equal to his unarmed damage.
Got ya!: At fourth level if the orcish juggernaut makes a successful grapple check against a smaller opponent he may use his target as an improvised weapon, taking all usual penalties. To get free the opponent must make successful Escape Artist check or grapple check, choosing higher of the two, against juggernaut’s grapple check, which he may attempt at the beginning of every turn. After every successful attack with this improvised weapon, the opponent suffers damage equal the damage dealt to the attack’s target. If the opponent is dead, after every successful attack make Fortitude save with DC 5 x number of successful attacks used with him as a weapon – if it fails, the body breaks apart and is useless.
Foe Tossing Charge: At fifth level orcish juggernaut doesn’t provoke an attack of opportunity when he attempts Bull’s Rush during the Charge and can charge opponent if there is another creature standing in his way, as long as said creature is smaller than him. He automatically overruns every smaller opponent in his path without dealing damage from Overwhelm ability.
Bonus Feat: At fifth level orcish juggernaut may choose either Monkey Grip or Diehard as his bonus feat.
Body over Mind: At sixth level orcish juggernaut may substitute his Constitution modifier for his Wisdom modifier when calculating his Will.
Next Big Thing: At sixth level whenever orcish juggernaut fights larger opponent, he is treated as one size larger than he actually is.
Thunder Clap: At seventh level orcish juggernaut may clap his hands to create the effect of Shout (http://www.d20srd.org/srd/spells/shout.htm) spell. He may do this number of times per day equal half of his character level rounded down.
Freedom of Movement: At seventh level orcish juggernaut gains all the bonuses like if he was under permanent effects of Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) spell.
Walking Stronghold: At Eighth level orcish juggernaut is granted Fortitude save to negate all damage dealt to him by results of spells, even if they don't allow a save.
Mental Drill: At ninth level orcish juggernaut may pass through magic barriers like wall of force or forcecage by making successful Will save against spell's save DC.
Unbreakable War Machine: At tenth level orcish juggernaut can turn his body into soild steel with a sheer power of will – twice per day he may grant himself all effects of Iron Body (http://www.d20srd.org/srd/spells/ironBody.htm) spell as if it was casted on him by a caster with caster level equal his character level. Addtionally orcish juggernaut doesn’t need to eat, drink or breathe anymore.