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sirpercival
2013-01-04, 10:45 AM
Note: this was originally written for the first Minmaxboards Homebrew Contest: One-Spell Wonders



HORNED JUGGERNAUT

"You need this castle to fall down? No problem."
-Big Lem, Horned Juggernaut and demolitions expert

A Horned Juggernaut is, essentially, a charging rhinoceros. He can pound through enemies and objects with impunity, an avalanche of flesh and steel which removes obstacles.

BECOMING A HORNED JUGGERNAUT
There are several ways to become a Horned Juggernaut, but the fastest route is to be a ranger or paladin.

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Feats: Improved Bull Rush, Power Attack, Powerful Charge
Spells: Must have gained the benefit of the rhino's rush spell at least once per day during the previous level.

Class Skills
The Horned Juggernaut's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 2 + int

Hit Dice: d12

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Crushing charge, horned rush
2nd|+2|+3|+0|+0|Broken charge, momentum +1
3rd|+3|+4|+1|+1|Rhinoshape
4th|+4|+4|+1|+1|Mighty charge
5th|+5|+4|+1|+1|Battering ram, momentum +2
6th|+6|+5|+2|+2|Rhinoshape armament
7th|+7|+5|+2|+2|Rapid rush
8th|+8|+6|+2|+2|Inexorable charge, momentum +3
9th|+9|+6|+3|+3|Dire rhinoshape
10th|+10|+7|+3|+3|Juggernaut charge[/table]

Weapon and Armor Proficiencies: A Horned Juggernaut gains no new weapon or armor proficiencies.

Crushing charge (Ex): Whenever a horned juggernaut successfully strikes an opponent during a charge attack while under the effects of rhino's rush, he can make a free bull rush attempt against the foe he hit, gaining the charge attack bonus (+2 for a normal charge), multiplied by any damage multipliers due to a charge (including the doubling from rhino's rush), as a bonus to the opposed Strength check. Unlike standard bull rush attempts, this attempt doesn't provoke an attack of opportunity, and the juggernaut need not move with the enemy.

Horned rush (Su): Once per encounter, a horned juggernaut may spend a swift action to gain the benefit of rhino's rush as a supernatural ability.

Broken charge (Ex): Beginning at 2nd level, while under the effects of rhino's rush, a horned juggernaut can charge at no penalty through terrain which would normally hamper movement.

Momentum (Ex): A horned juggernaut learns to gather momentum when charging, which he can transfer to his opponents. When making a charge or partial charge, a horned juggernaut of 2nd level or higher gains a +1 bonus to any bull rush attempt he makes at the end (either from a normal bull rush attempt, or his Crushing Charge ability, or for any other reason) for every 5 feet he moves as part of the charge. This bonus increases to +2 per 5 feet moved at 5th level, and to +3 per 5 feet at 8th level.

Rhinoshape (Su): At 3rd level, a horned juggernaut makes a mystical connection to the epitome of the unstoppable charger: the rhinoceros. Whenever the horned juggernaut charges while under the effects of rhino's rush, he may choose as part of the same action to partially transform into a rhinoceros for the duration of the charge. He gains a +16 bonus to Strength and a +10 bonus to Constitution, his natural armor bonus increases by +7, and he increases in size by one category, as per the enlarge person spell (including the rules for equipment sizing). In addition, he gains a natural gore attack which deals 2d6 base damage + 1.5 times his (newly enhanced) Strength modifier; only the gore attack (and not any weapons he wields) can gain the benefit of double damage from rhino's rush. After the charge is resolved, the horned juggernaut returns to his normal form and size.

Mighty charge (Ex): Whenever a juggernaut of 4th level or higher makes a charge attack, instead of the normal +2 bonus to his attack roll at the end of the charge, he gains a +1 bonus to the attack per 10 feet he moves as part of the charge (minimum +2). The penalty to AC remains at -2, as normal.

Battering ram (Ex): Beginning at 5th level, any time a horned juggernaut makes a charge at a door, wall, or other solid object, instead of performing a normal attack, he may attempt to break the object by making a bull rush attempt against the object's break DC. He gains a bonus to the bull rush from his Momentum ability, as normal. In addition, if the horned juggernaut has other abilities or effects which grant him bonuses to breaking objects (such as from a Marshal's aura or by virtue of being a fighter with the Dungeoncrasher ability), those bonuses are applied to the bull rush as well.

Rhinoshape armament (Su): Upon reaching 6th level, whenever a horned juggernaut uses his Rhinoshape or Dire Rhinoshape ability, he may choose one melee weapon he currently wields. That weapon melds into his form and becomes nonfunctional; however, the gore natural attack he acquires from Rhinoshape gains the base damage of the chosen weapon as bonus damage (including the size increase from Rhinoshape), and also gains the benefit of any enhancement bonuses and magical properties that the chosen weapon had. For example, the gore attack of a horned juggernaut who chose a medium +1 flaming longsword would gain +2d6 bonus damage from the longsword (increased to large size), and would function as a +1 flaming weapon.

Rapid rush (Ex): Starting at 7th level, a horned juggernaut can perform a normal charge as a standard action instead of a full-round action.

Inexorable charge (Ex): At 8th level, a horned juggernaut under the effect of rhino's rush can charge at any creature he could reach with a double move, even if he does not have line-of-sight to the creature due to an intervening object (visual impairments which block line-of-sight, such as invisibility or darkness, still prevent a charge). He still charges at the creature in a straight line; if at any point during his movement he encounters an intervening object (such as a wall, corner, etc.), he makes a bull rush attempt as a free action to break the object as per his Battering Ram ability. If he succeeds, he continues with his charge movement unhindered. If he fails to break the object, he stops in place and takes 1d6 bludgeoning damage times the amount by which he missed the break DC as he crushes himself against it.

Dire rhinoshape: Whenever a horned juggernaut of 9th level or higher uses his Rhinoshape ability, he instead partially transforms into a dire rhinoceros. He gains a +20 bonus to Strength, a +2 bonus to Dexterity, and a +18 bonus to Constitution, his natural armor bonus increases by +12, and he increases in size by two categories. His gore attack deals 2d8 base damage (critical 17-20/x3). In all other ways, this functions as the Rhinoshape ability.

Juggernaut charge (Su): Not even a wall of force, prismatic wall, or similar effect can stop a charging horned juggernaut who has achieved 10th level; he simply destroys the magic just like wood, stone, or steel. While under the effect of rhino's rush, the horned juggernaut can charge at any target whose location he knows and has pinpointed which is at a distance of no more than twice his movement rate, even if he does not have line-of-sight or line-of-effect to the target. This ability otherwise works like Inexorable Charge, except that whenever the horned juggernaut attempts to charge through a wall created by a spell or magical effect other than an instantaneous conjuration (creation) effect, he makes a bull rush attempt against a DC of three times the wall's caster level. If he succeeds, he destroys the wall, ending the spell; if he fails, he takes damage as per Inexorable Charge.

PLAYING A HORNED JUGGERNAUT
A horned juggernaut is a melee monster who charges and flattens his targets. He considers buildings, trees, boulders, etc. to be inconvenient and transient obstacles. He tends to be very direct in his dealings with people, moving in straight lines to reach the heart of the matter.
Combat: Combat with a horned juggernaut is very straightforward. Start some distance away, pick up speed and momentum, and then slam into and through the target (either an enemy or a building).
Advancement: The horned juggernaut class pairs quite well with the Dungeoncrasher fighter, as well as the scout (for skirmish damage).
Resources: Every invading army wants a horned juggernaut or three to remove pesky things like portcullises and castle gates, so HJs are rarely wanting for work.

HORNED JUGGERNAUT IN THE WORLD
"High Lord Routh, I thought you said the walls would hold them!" "I believed they would, Your Highness, but they brought a Juggernaut!" "Then all is lost..."
-overheard on the command battlements during the Siege of Tresselhold

Horned Juggernauts are universally feared by those who seek to build impregnable fortresses... and more generally by folk who don't want to be crushed to a pulp by a rampaging rhinoceros-man. However, having a Horned Juggernaut on one's team is generally viewed as auspicious, since there are few obstacles such a beast cannot pound his way through.
Daily Life: A Horned Juggernaut might spend his day smashing through castle walls to end a siege, or pounding evil demons to squashed bananas.
Notables: Rufus Mutt was the founder of the Siegebreakers (see below), hated by siege engineers everywhere for making their carefully-constructed engines obsolete.
Organizations: The Siegebreakers are a mercenary group of Horned Juggernauts who hire out as specialists, destroying castle gates and walls in place of traditional (and less effective) battering rams. They command incredibly high prices and are in much demand. Rumor has it that they also own a number of stone quarries and building companies who repair the masonry that the Siegebreakers destroy...

NPC Reaction
Many folk give Horned Juggernauts the same wary respect they would grant a 300-pound gorilla. No one wants to be on the bad side of someone who could create a rhinoceros-sized hole in their house.

HORNED JUGGERNAUT IN THE GAME
The Horned Juggernaut gives some extra combat abilities to certain charging builds, those which are designed for one massive strike instead of charge-pouncing. They remain melee brutes, so no party roles where harmed in the making of this class.
Adaptation: Horned Juggernauts need little adaptation, though in a campaign world where rhinoceroses don't exist, some other charging animal could be used instead.
Encounters: Horned Juggernauts could appear as the strange shapeshifting shock troops of an advancing army, or as the members of a bizarre monastery atop a mountain who spend their meditation time smashing into the rocky side.

EdroGrimshell
2013-01-04, 02:21 PM
Interesting, there need to be more PrCs like these, focused on a single spell effect. I did something similar with the goodberry spell and the Goodberry Bracelet for a contest, and it's surprising how well these things work with such a narrow focus.

sirpercival
2013-01-04, 02:26 PM
Interesting, there need to be more PrCs like these, focused on a single spell effect. I did something similar with the goodberry spell and the Goodberry Bracelet for a contest, and it's surprising how well these things work with such a narrow focus.

Yeah, that was the challenge for the contest, to write a PrC based on one spell just like Swiftblade and Haste. I had a whole bunch of ideas, but I went with the one that let me make a non-caster prc :D

Here (http://www.minmaxboards.com/index.php?topic=6782.0)'s the contest link, though until the boards come back you'll have to access a cached version of the page. The Thousand-Petal Initiate won.

Jackalope
2013-01-15, 07:56 PM
Minor quibble, but you might want to specify that Rhinoshape's "enlarge person" effect still works on anything that isn't humanoid. Perhaps basing it of the Expansion power might work better?

In case you're curious, I'm Jackinthegreen over on MMX/RoC.

sirpercival
2013-01-15, 08:00 PM
Minor quibble, but you might want to specify that Rhinoshape's "enlarge person" effect still works on anything that isn't humanoid. Perhaps basing it of the Expansion power might work better?

In case you're curious, I'm Jackinthegreen over on MMX/RoC.

Hm. Well, it says the size increase is "as enlarge person", which to me means that you use the rules for size increase in that spell and the targeting stuff is irrelevant. But I can clarify.

(I figured you were JitG ;) )