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View Full Version : The Juggernaut a new Pathfinder Class



KaiserSozay
2013-03-23, 11:30 PM
This is/was my first attempt at creating a character and if anyone notices any mistakes please feel free to notify me. Feedback is also appreciated.

I have linked some of my text to the PFSRD as a way of making it easier to use. All material on those links is copyright of its respective owner etc. etc.

The Juggernaut is intended to be a strong fighting character with good versatility and some other options.


http://pixel.bnetwork.netdna-cdn.com/wp-content/uploads/2010/03/NL-Chosen001.jpg



Role: The Juggernaut is the first person to enter a fight and the last to leave. Whether charging the enemy commander through a sea of soldiers, single-handedly holding a bridge or breaking down a reinforced gate the Juggernaut is a master of close quarter combat, relying on brute strength and resilience to keep him alive and see his enemies dead.

Alignment: May not be lawful.

Hit Die: 1d12

Starting Wealth: 4d6 x 10gp (Average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex) and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table: Juggernaut


LevelBABFort SaveRef SaveWill SaveSpecial


1st

+1

+2

+0

+1

Brute Force, Pulverise, Savage Finesse, Targeted Focus


2nd

+2

+3

+0

+1

Juggernaut Creed


3rd

+3

+3

+1

+2

Unstoppable Force


4th

+4

+4

+1

+2

Bonus Feat, Creed Expertise


5th

+5

+4

+1

+3

Armoured Hulk


6th

+6/+1

+5

+2

+3

Unstoppable Force, Creed Expertise


7th

+7/+2

+5

+2

+3

Toughness


8th

+8/+3

+6

+2

+4

Juggernaut Charge, Creed Expertise


9th

+9/+4

+6

+3

+4

Bonus Feat, Unstoppable Force


10th

+10/+5

+7

+3

+5

Improved Targeted Focus, Creed Expertise


11th

+11/+6/+1

+7

+3

+5

Armoured Hulk


12th

+12/+7/+2

+8

+4

+6

Unstoppable Force, Creed Expertise


13th

+13/+8/+3

+8

+4

+6

Improved Toughness


14th

+14/+9/+4

+9

+4

+6

Bonus Feat, Creed Expertise


15th

+15/+10/+5

+9

+5

+7

Unstoppable Force


16th

+16/+11/+6/+1

+10

+5

+7

Creed Expertise


17th

+17/+12/+7/+2

+10

+5

+8

Armoured Hulk


18th

+18/+13/+8/+3

+11

+6

+8

Unstoppable Force, Creed Expertise


19th

+19/+14/+9/+4

+11

+6

+8

Bonus Feat, Greater Toughness


20th

+20/+15/+10/+5

+12

+6

+9

Creed Expertise, Creed Mastery

KaiserSozay
2013-03-23, 11:54 PM
Class Features

The following are class features of the Juggernaut.

Weapon and Armor Proficiency

A Juggernaut is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Brute Force (Ex)

Beginning at first level a juggernaut gains a +1 bonus to Intimidate. This bonus increases by +1 for every three levels beyond 1st. In addition the juggernaut adds his strength score to intimidate rather then his charisma score.

Pulverise (Ex)

At 1st level, a Juggernaut gains the ability to hit his opponents with great force knocking them back. The Juggernaut must declare the use of this ability before attacking. Pulverise may be used in replacement for any attack made with your primary weapon. At first level using pulverise trades half of the damage dealt by your attack to knock the enemy back a distance equal to (5 + damage feet) rounding down as appropriate (Minimum 5 feet). If the enemy hits a solid object he takes damage equal to (1 x Str modifier + 1/5 Distance + 1). If it hits another character that character can expend an attack of opportunity to halt the other character, otherwise the character is treated as a solid object.
Large creature are knocked-back half the distance for each size category which they have over the juggernaut. Smaller creatures are knocked back an additional 5-feet for each size category they are below the juggernaut.
Upon Reaching 6th Level the Juggernaut deals 3/4 damage (Trades 1/4 damage) while using pulverise and at 11th level the juggernaut instead deals full damage with pulverise.

(Note: Power Attack may be used in conjunction with pulverise)

Savage Finesse (Ex)

A juggernaut adds half his level (minimum 1) to all checks made to sunder barriers (Such as walls, doors and barricades) or anything that is between him and his target.

Targeted Focus (Ex)

At 1st level, whenever the juggernaut perceives an enemy or group of enemies he may choose to exclusively focus on a single target as an immediate action. As long as he is focussed on that target he gains a +2 bonus to damage and hit against that target and a circumstance bonus equal to (1 + 1/2 class level + 1/2 Con modifier) against any effect that would stop him getting to that target (examples include fear effects, trip effects or bull rush effects that push him away from the target).
Changing targets requires a full-round action and leaves the juggernaut flat-footed unless the target dies or obviously escapes (Such as by teleporting) in which case it requires a move action.
If the juggernaut attacks an enemy other then the target or an enemy directly in the way of the target he does so at a -2 penalty to hit and damage.

Juggernaut Creed (Ex)

At 2nd level, a juggernaut must select one creed to focus on.
The benefits of the juggernaut's chosen creed apply only when he is wearing armour. He loses all benefits of his creed when wearing no armour. Once a juggernaut selects a creed it cannot be changed. A juggernaut following any creed may also select creed options from the Juggernaut Creed's list.

Creed Options

Onslaught

If the juggernaut selects the Onslaught Creed, he gains the following abilities and may choose abilities from the Onslaught Creed's list.
The Juggernaut adds Knowledge (Engineering) to his list of class skills and gains a +2 misc bonus to that skill. In Addition the Juggernaut gains a +3 (Additional -2 penalty against other enemies) bonus to damage against his focussed enemy and may move at full speed in heavy armour.

Mountain

If the juggernaut selects the Mountain Creed, he gains the following abilities and may choose abilities from the Mountain Creed's list.
The Juggernaut adds Survival to his list of class skills and gains a +2 misc bonus to that skill. In Addition the Juggernaut gains a +1 (+3 if he hasn't moved) bonus to his CMB and +2 (+4 if he hasn't moved) bonus to his armour class and gains 5-feet of reach on his attacks of opportunity as long as he hasn't moved this turn.

Adamantine

If the juggernaut selects the Adamantine Creed, he gains the following abilities and may choose abilities from the Adamantine Creed's list.
The Juggernaut halves the armour check penalty given from shields and armour. In addition the juggernaut gains the ability to dual-wield shields gaining AC from each. Normal two-weapon fighting penalties apply.

Righteous

If the juggernaut selects the Righteous Creed, he gains the following abilities and may choose abilities from the Righteous Creed's list.
The Juggernaut adds Knowledge (Religion), Spellcraft and Concentration to his list of class skills and gains a +2 misc bonus to any one skill of his choice. In addition the juggernaut gains the ability to channel his raw power into magic and gains access to the juggernaut's spell list.

Unstoppable Force (Ex)

At 3rd level, a juggernaut gains a +5 feet movement bonus as long as he is moving directly (As directly as possible) towards his chosen target. He also gains damage reduction 1/- against all enemies other then his target. Every additional three levels (6th, 9th, 12th, 15th, and 18th level) increases these bonuses by +5 feet and +1 damage reduction respectively.

Bonus Feats

Upon reaching 4th level and every five levels thereafter (9th, 14th, 19th), a juggernaut gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats (http://www.d20pfsrd.com/feats/combat-feats) or from the additional feats added in the juggernaut feat section.

Creed Expertise (Ex)

At 4th level, a juggernaut begins to master the powers of his creed. He may choose any creed power which he qualifies for. A juggernaut gains an additional creed power at 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level.

Armoured Hulk (Ex)

At 5th level, a juggernaut in armour is treated as if having Light Fortification as long as he retains his dexterity bonus to dodge. At 11th level the juggernaut is instead treated as if he had Medium Fortification and a 17th level Juggernaut as if he had Heavy Fortification. This ability does not stack with the Fortification armour property.

Toughness (Ex)

At 7th level, a juggernaut gains the feat Toughness (http://www.d20pfsrd.com/feats/general-feats/toughness---final) for free. At 13th level the Juggernaut is treated as if he had taken the Toughness (http://www.d20pfsrd.com/feats/general-feats/toughness---final) feat a second time and at 19th level as if he had taken it a third time.

Juggernaut Charge (Ex)

At 8th level, a juggernaut no longer takes a penalty to armour class while charging and may charge through squares which slow movement or contain an allied creature without penalty.

(Note: This also applies to combat manuevers which can be used as part of a charge.)

Improved Targeted Focus (Ex)

At 10th level, a juggernaut improves his ability to focus on a single enemy. Against the target the juggernaut is treated as having the spell True Seeing (http://www.d20pfsrd.com/magic/all-spells/t/true-seeing) In addition the bonus damage and hit against the target is increased to +4.

Creed Mastery (Ex)

At 20th level, a juggernaut masters his creed and gains one of its capstone abilities (Found in the appropriate creed list.)

KaiserSozay
2013-03-23, 11:56 PM
Juggernaut Feats
New feats available some only available to the juggernaut and some available to anyone who can use them.

Additional Creed Power:You gain one additional creed power. You must meet all of the prerequisites for this creed power.
Prerequisites: Juggernaut creed class feature.
Special: You can gain Extra Creed Power multiple times.

To be completed


Juggernaut Creed List
Basic creed powers which apply to any juggernaut, including modifiers to existing juggernaut powers as well as some feats.
Minor Power (Power): The Juggernaut gains knowledge of a single a single first level spell. A juggernaut must be at least 3rd level to take this power.

Lesser Power (Power): The Juggernaut gains knowledge of a single a second level spell or two first level spells. A juggernaut must be at least 7th level to take this power. The Juggernaut must have selected Minor Power to take this power.

Greater Power (Power): The Juggernaut gains knowledge of a single a single third level spell or two second level spells. A juggernaut must be at least 11th level to take this power. The Juggernaut must have selected Lesser Power to take this power.

Major Power (Power): The Juggernaut gains knowledge of a single a single fourth level spell or two third level spells. A juggernaut must be at least 15th level to take this power. The Juggernaut must have selected Greater Power to take this power.

Rage Fuelled (Power): The Juggernaut gains the rage class feature for a number of rounds equal to 1 + 1/2 Con Mod + 1/2 Class level per day (Rounded down, Minimum 1). This stacks with all other sources of rage. In addition a juggernaut may take rage feats as if he were a barbarian of four levels lower then his juggernaut level. A Juggernaut must be at least 5th level to take this power.

Rage Power (Power): The Juggernaut gains gains a rage power as if he were a barbarian of four levels lower then his juggernaut level.

Trained Focus (Power): The Juggernaut receives half his damage reduction against his focused target in addition to all other targets.

Deadly Juggernaut (Power): The Juggernaut is treated as if he were permanently under the Deadly Juggernaut spell. The bonuses given reset after 1 minute without killing a qualifying enemy. A Juggernaut must be at least 8th level to take this power.

To be completed.

Onslaught Creed List
Two main trees. Throwing-weapon tree and the Targeted Focus tree, as well as mostly offensively orientated creed powers.

Hurl Weapon (Power) The Juggernaut applies his strength modifier to attack with thrown weapons rather than his dexterity modifier.
Charging Hurler (Power) Functions as the feat of the same name.
Improved Charging Hurler (Power) Functions as the feat of the same name. A juggernaut may not select this power unless he has already taken Charging Hurler.
Desperate Ferocity (Power) Once per day, when a juggernaut is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Reactive Focus (Power) Functions as the step up feat save that it may only be used against the target of your targeted focus.
Improved Reactive Focus (Power) Functions as the following step feat save that it may only be used against the target of your targeted focus. A juggernaut may not select this power unless he has already taken Reactive Focus.The juggernaut must be at least 4th level to select this power
Greater Reactive Focus (Power) Functions as the step up and strike feat save that it may only be used against the target of your targeted focus. A juggernaut may not select this power unless he has already taken Reactive Focus and Improved Reactive Focus..The juggernaut must be at least 6th level to select this power.
Dual Focus (Capstone) The juggernaut may select two targets when using his targeted focus ability. Targets are selected as part of the same action that it would normally take to select a single target.
To be completed

Mountain Creed List
One main tree. Combat manuever tree as well as a mix of defensive and offensive creed powers.

The Mountain that Walks (Capstone): A Juggernaut with this power is treated as a character one size larger whenever it would be convenient. A juggernaut takes none of the penalties associated with this size increase but may choose to have any or all of the bonuses associated with being larger. This means the character may choose to have bonus reach, to take up more squares as desired and to have the increased stats of being larger if and when he chooses. Changing any of the characteristics of this power is a free action.

Stand Still (Power): Acts as the feat of the same name save that the Juggernaut may take this skill even if he does not meet the prerequisites.

To be completed

Adamantine Creed List
Adamantine Mastery (Power): The Juggernaut's damage reduction now stacks with the damage reduction granted by adamantine armour. Also reduces the weight of the armour by 25% and reduces the armour check penalty by 1.

Metal Titan (Power): The Juggernaut gains an additional 2/- Damage reduction. The Juggernaut must be at least 8th level to take this power. This Power may be selected multiple times.

Disciplined Focus (Power): The Juggernaut receives his full damage reduction against his targeted enemy. A juggernaut may not select this power unless he has already taken Trained Focus.

Falling Tower (Power): The Juggernaut may now perform shield bashes with tower shields, dealing damage as if it was a heavy shield and taking all the normal penalties associated with two-weapon fighting and shield bashes as applicable.

Crashing Towers (Power): The Juggernaut suffers only a -2 to hit penalty when using a heavy shield to perform a shield bash using his off-hand and a -3 penalty to hit when using a tower shield to perform a shield bash with his off-hand. The juggernaut must still have taken the Falling Tower power to make shield bashes with tower shields.

Steel Body (Capstone): The Juggernaut gains +1 additional AC from each piece of equipment granting him a bonus to AC. In addition the Juggernaut may apply his shield bonus to his touch AC.


To be completed

Righteous Creed List
Gives the Juggernaut access to magic altering creeds as well as some of the powers from other creeds.


To be completed

Juggernaut's Spell List
Will compromise mostly of self buff's, with a few mostly melee combat spells.



1st Level Juggernaut Spells
Offensive School
Divine Favour (http://www.d20pfsrd.com/magic/all-spells/d/divine-favor)

Sun Metal (http://www.d20pfsrd.com/magic/all-spells/s/sun-metal)

Lead Blades (http://www.d20pfsrd.com/magic/all-spells/l/lead-blades)

Defensive School

Universal School

2nd Level Juggernaut Spells
Offensive School

Defensive School

Universal School

3rd Level Juggernaut Spells
Offensive School

Defensive School

Universal School

4th Level Juggernaut Spells
Offensive School

Defensive School

Universal School

To be completed

KaiserSozay
2013-03-23, 11:59 PM
Table: Righteous Juggernaut Spell table

{table=head] Spells Known
{table=head] level|1st|2nd|3rd|4th

1st|-|-|-|-|

2nd|0|-|-|-|

3rd|1|-|-|-|

4th|1|-|-|-|

5th|1|-|-|-|

6th|1|0|-|-|

7th|2|1|-|-|

8th|2|1|-|-|

9th|2|1|-|-|

10th|2|1|0|-|

11th|3|2|1|-|

12th|3|2|1|-|

13th|3|2|1|-|

14th|3|2|1|0|

15th|4|3|2|1|

16th|4|3|2|1|

17th|4|3|2|1|

18th|4|3|2|1|

19th|5|4|3|2|

20th|5|4|3|2|
[/table][/table]


Beginning at 2nd level, a righteous juggernaut gains the ability to cast a small number of spells which are drawn from the juggernaut spell list. A juggernaut must choose and prepare her spells in advance.

To cast a spell, a juggernaut must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a juggernaut's spell is 10 + the spell level + the juggernaut's wisdom modifier.

Like many other spellcasters, a juggernaut only knows a small number of spells. The number of spells the juggernaut knows is given in Table: juggernaut. In addition, she knows more spells if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Righteous Juggernaut Spell table indicates that the juggernaut knows 0 spells she knows only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

At 1st level, a juggernaut has no caster level. At 2th level and higher, her caster level is equal to her juggernaut level – 1.

Juggernaut Spells are divided into three schools Defensive, Offensive and Universal.

A Juggernaut channels her powers in a way that is different to most casters.
A Juggernaut may only cast a spell from the defensive school after being attacked, casting a spell of a level up-to the number of attacks made against you that turn, as an immediate action at the beginning of your next turn.
A Juggernaut may only cast a spell from the offensive school as part of an attack or an action that uses an attack, casting a spell of a level up-to the number of attacks made. The spell may take no longer to cast then the attack action used but is otherwise an immediate action.
A Juggernaut may cast a Universal spell as any other caster, taking the required time as normal.
In any situation a Juggernaut may only cast a maximum of 1 spell per round unless otherwise specifically noted.

KaiserSozay
2013-03-24, 08:41 AM
Weapon Style Feats:

Axe Feats:

Berserker Stance: The fighter enters an offensive stance swinging his axe(s) wildly. The fighter loses the ability to make attacks of opportunity and takes a -2 penalty to AC. Whenever the fighter rolls for damage with an axe the fighter can roll twice and take the better result.

Prerequisites: +6 BAB, Weapon Focus (Axe)
Special: When charging add a -1 penalty to AC during berserker stance instead of a -2 penalty.



Opening Throw: As part of a charge a character may throw an axe at the target of his charge in addition to any attacks he would normally make. This attack is at his full attack bonus. If the axe scores a critical it gains a +4 bonus to its confirmation roll.

Prerequisites: Quick Draw, Dex 13



Cleaving Swings: The character must declare the use of this ability before any attack rolls are made. For the rest of the turn the character takes a -4 penalty to AC. The characters attacks deal half damage to enemies either side of the target (Damage from enchantments such as flaming still apply in full).

Prerequisites: +11 BAB, Str +17, Power Attack
Special: Only the main target of the attack can be affected by a critical strike


Heavy Blade Feats:

Shield and Sword Expertise: When the character wields a blade in one hand and a shield in another he gains +1 AC with his shield and +1 Attack and Damage with his sword.

Prerequisites: +3 BAB


Overhead Swing: When the character charges or makes a single attack in a turn with a two-handed heavy blade he deals an additional 1d6 damage. This damage increases to 1d8 at level 6, 1d10 at level 11 and 1d12 at level 16.

Prerequisites: +1 BAB, Strength 13, Power Attack
Special: On a critical hit instead of multiplying the bonus damage the character instead roll the bonus die additional times equal to the critical multiplier and take the highest roll.


Weaving Blade: The fighter enters an fluid stance gracefully moving his blade from side-to-side. The fighter gains a +2 bonus to AC against melee attacks and gains a stacking +1 (Maximum +4) to hit against any enemy who misses him in melee on this turn.
Prerequisites: +6 BAB


Light Blade Feats:

Pinpoint Strikes: Each successful melee attack made against an enemy inflicts 1 point of bleed damage.

Prerequisites: Dex 15


Whirling Dervish: The fighter may move between his attacks so long as he moves at least 5ft between each attack. The fighter also gains a +2 bonus against attacks of opportunity against any enemy he hits until the beginning of his next turn.

Prerequisites: +6 BAB, Dex 15, Weapon Finesse, Dodge, Combat Reflexes
Special: A character wielding two weapons may make an attack with each weapon before needing to make a 5ft step.


Challenge of the Duellist: As long as the fighter wields a single weapon in one hand and no weapon in his off-hand he gains the ability to challenge an enemy within 30 ft to a duel as a swift action. A challenged enemy takes a -4 penalty to hit with a melee weapon against any target other than the duellist as long as the duellist remains within 30 ft. The duellist also gains +1 to damage against the target of his challenge.

Prerequisites: BAB +6, Weapon Focus (One-handed Light Blade)
Special: A duellist may only have one challenged enemy at a time. An enemy must have an intelligence score of at least 4 to be challenged.


Bow Feats:

Rapid Targeting: The fighter may choose to split his attacks with a bow between multiple enemies. Swapping targets applies a -1 penalty to attacks, which increases every-time a new target is selected.

Prerequisites: BAB +11, Point-Blank Shot, Precise Shot
Special: If an enemy dies or falls unconscious you may swap targets without taking a penalty.


Shoot with the Wind: The fighter utilises the wind to hit targets that would normally be hidden from his arrows. The fighter can change his arrows trajectory up to 90° at any point during the arrows flight allowing him to hit targets hiding behind objects such as walls or trees, effectively allowing him to shoot around corners.

Prerequisites: BAB +16, Dex 19, Point-Blank Shot, Precise Shot, Improved Precise Shot
Special: Concealment and cover is determined from the new trajectory and applies as Improved Precise Shot.


Rain of Arrows: The fighter must declare the use of this ability before rolling. The character selects a 3x3 area and during this turn fires double the normal number of attacks he could normally make. However the character must roll a 1d10 after each attack to determine where the arrow lands. On a roll of 10 the fighter may choose which square the arrow lands in.

Prerequisites: BAB +16, Dex 19, Point-Blank Shot, Rapid Shot, Many Shot


Close Weapon Feats:

Parting Strike: When an enemy breaks out of a grapple or you break out of an enemies grapple you may expend an attack of opportunity to attack them at your full attack bonus.

Prerequisites: BAB +4, Dex 13, Improved Unarmed Strike, Improved Grapple


Experienced Brawler: The fighter enters a defensive stance and begins bobbing, weaving and moving in an erratic manner making it difficult for enemies surrounding him to strike him. The Fighter loses the ability to move but gains a +1 AC bonus for each enemy threatening him in melee range.
Prerequisites: BAB +1, Dodge
Special: This feat may only be used while wielding close weapons and may not be used while wielding a shield.


Veteran Brawler: While using Experienced Brawler any attack that misses the character by 5 or more hits the target directly opposite the fighter if an enemy is there. If the opponent misses by 10 or more the fighter may instead redirect the attack to any other adjacent enemy.
Prerequisites: BAB +9, Dodge, Experienced Brawler
Special: This feat may only be used while wielding close weapons and may not be used while wielding a shield.


Crossbow Feats:

Opportune Selection: When an enemy unit is missed by a crossbow bolt the bolt continues through the enemy until the end of its 1st range increment. If this would cause it to hit another enemy that enemy is treated as if attacked at a -5 penalty from the original attack.
Prerequisites: BAB +9, Point-Blank Shot, Precise Shot
Special: If used in concert with the Bullseye Shot feat penalties are reduced to -2.


Piercing Bolts: When an enemy unit is hit by a crossbow bolt the bolt continues through the enemy until the end of its 1st range increment. If this would cause it to hit another enemy that enemy is treated as if attacked at a -5 penalty from the original attack. Each consecutive enemy it passes through takes an additional -5 penalty. If the enemy is missed by the crossbow bolt the bolt continues at no penalty to hit on future targets.
Prerequisites: BAB +12,, Point-Blank Shot, Precise Shot, Opportune Selection
Special: If used in concert with the Bullseye Shot feat penalties are reduced to -2.


Improved Point-Blank Shot: You get an additional +2 bonus on attack and damage rolls with crossbows at ranges of up to 30 feet.
Prerequisites: BAB +11, Point-Blank Shot


Double Weapon Feats:

Advantageous Grip: As a Swift action a character wielding a double weapon can take a -2 penalty to attack rolls and lose function of one end of the weapon to gain the reach weapon quality. As a Swift action the character can reverse this grip.
Prerequisites: BAB +1


Vortex Attack: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack with both ends of your weapon at your highest base attack bonus -2 against each opponent within reach. You must make a separate attack roll against each opponent.

When you use the Vortex Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Prerequisites: BAB +16, Dex 19, Int 15, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting


Tornado Stance: The fighter enters a whirling stance, weaving his weapons around in a hypnotic dance. The fighter may make an opposed attack roll against any attack made at him with either head of his weapon at any attack bonus that he normally has. However in doing so the fighter sacrifices the ability to make that attack during his next turn. If the opposed attack roll is higher than the enemies attack roll the attack is blocked. If the attack roll is not blocked it instead hits automatically
Prerequisites: BAB +11, Dex 13, Two-Weapon Fighting
Special: Critical confirmation is rolled against the character normal AC.


Firearm Feats:

Akimbo: As a Swift action a character wielding two one-handed firearms may reload both fire arms as if it was a free action for the remainder of their turn. This allows you to fire both weapons as many times in a full-attack action as you could attack as if you were Two-Weapon Fighting.
Prerequisites: BAB +5, Dex 15, Rapid Reload, Two-Weapon Fighting


Cover Fire: When you use the full-attack action, you can give up your regular attacks and instead select as many squares as you can make attacks. All squares selected must be adjacent to each other. Any enemy that walks through or attacks from these squares treats any target they attack with a ranged as if they had cover and provokes an Attack of Opportunity.

Prerequisites: BAB +12, Dex 17, Combat Reflexes, Snap Shot, Improved Snap Shot
Special: May not target adjacent squares when using cover fire


Fire from Cover: If the character fires from cover he gains a +2 bonus to hit. This bonus is increased to +3 when firing from total cover.
Prerequisites: BAB +3, Weapon Focus (Firearm)
Special: If you have the Prone Shooter feat this feat applies to being prone as if you had cover (+2 bonus).


Flail Feats:

Flail Storm: The fighter enters a defensive stance whirling his flails around his body in a flurry of steel. The fighter loses 5ft of movement and takes a -3 penalty on all attack rolls. Any enemy who makes an attack on the fighter or ends his turn adjacent to the fighter provokes an attack of opportunity that may not be used to perform a combat manoeuvre.

Prerequisites: +6 BAB, Two-Weapon Fighting
Special: Character must be wielding two flails (Double weapons counts)


Savage Momentum: When you perform a bull rush against an enemy you may make a single attack of opportunity with a flail if you manage to push them at least 10ft. If multiple targets are pushed only the first enemy provokes this attack of opportunity.

Prerequisites: BAB +9, Str 15, Power Attack, Improved Bull Rush, Greater Bull Rush
Special: This AoO may not be used to perform another combat manoeuvre.


Flexible Strikes: A character wielding a flail against an enemy holding a shield treats the enemies shield bonus as if it were at a -3 penalty (Minimum 0).
Prerequisites: BAB +5, Weapon Focus (Flail)
Special: If using Weapon Finesse this bonus is increased to -4.


Hammer Feats:

Denting Blows: The fighter must declare the use of this ability before rolling. When this ability is used a successful attack with a hammer decreases the AC granted by an opponents armour by 1. Armour damaged in this way may never gain the broken condition.

Prerequisites: +6 BAB, Str 15, Power Attack
Special: This ability may only be used against enemies wearing metal armour.


Pulverise the Gap: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to 2x the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.

Prerequisites: BAB +9, Hammer the Gap


Concussive Critical: Whenever you score a critical hit, your opponent becomes confused for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Prerequisites: BAB +17, Critical Focus, Staggering Critical
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Pole-arm Feats:

Braced for Impact: If an enemy charges you, as an immediate action you may brace your weapon.

Prerequisites: Combat Reflexes
Special: Weapon must have the Brace special feature.


Improved Stand Still: When a foe provokes an attack of opportunity due to moving through your threatened or adjacent squares, you can make a combat manoeuvre check in addition to your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Prerequisites: BaB +6, Combat Reflexes, Stand Still


Leveraged Strikes: Attacks with pole-arms may choose to take an additional –1 penalty on all melee attack rolls and combat manoeuvre checks to gain a +2 bonus on all melee damage rolls when using power attack and permanently ignore 20% of a creatures damage reduction.
Prerequisites:BaB +1, Str 13, Power Attack


Spear Feats:

Adjustable Grip: A Spear with reach may now also be used at close range although it does damage as if one size smaller whenever an attack is made in this way.

Prerequisites: BaB +1, Weapon Focus


Whirling Spear Dancer: Each time you hit a creature with a two-handed spear that you have Weapon Focus in, the creature is Sickened for 1 round. The creature becomes dazzled in future turns as long as the character remains within 30ft.

Prerequisites: Weapon Focus (Spear), Spear Dancer, Perform 8 ranks


Shielded Spear: The fighter may wield a two-handed Spear in one hand with no penalty so long as he has a shield in his other.
Prerequisites: Shield Proficiency
Special: If an adjacent ally also has this feat you both gain a +1 bonus to AC and +1 bonus to hit with your Spear.


Thrown Weapon Feats:

Rapid Throwing: The fighter may choose to split his attacks with thrown weapons between multiple targets. Targets must be within the first two range increments of the thrower.

Prerequisites: BAB +6, Dex 13, Point-Blank Shot, Precise Shot


Off-Hand Thrower: When the character is engaged in melee and is wielding only a single weapon and not using a shield he may throw a light throwing weapon or ammunition at another target within two range increments as a free action each time he makes an attack against the enemy.
Special: For the purposes of Feats and abilities the character still counts as if wielding only a single weapon and not using a shield.
Prerequisites: BaB +11, Dex 17, Point-Blank Shot, Precise Shot, Rapid Throwing


Master Thrower: A character with the Master Thrower feat may apply any feat or abilities which apply to any thrown weapon he can use to all thrown weapons with which he is proficient.
Prerequisites: BaB +13, Weapon Focus (Any thrown Weapon)


Hurl Weapon: A character may apply his strength modifier to attack with thrown weapons rather than his dexterity modifier.
Prerequisites: BaB +1, Str 13, Power Attack
Special The character may apply Power Attack when throwing weapons.


Precise Throwing: A character may apply his dexterity modifier to damage with light thrown weapons or projectiles within the first two range increments rather than his strength.
Prerequisites: BaB +5, Dex 15, Weapon Finesse
Special Sneak Attack may apply to these attacks as if the character was in melee range.

KaiserSozay
2014-04-07, 03:48 AM
Reserved #6

silphael
2014-04-07, 07:06 AM
First thoughts :

Given how casting from righteous creed is restrictive, i think you could just totally remove the limit of number of spells per day. That may make righteous creed far stronger than the other, but casting will probably already do that.

Another point is about dual-wielding shields. Basically, what does it bring? Just being able to make something that seems nice on paper but it's incredibly useless D&D-wise? Maybe state that AC bonuses from both shields stack in this case, plus probably state that it works like TWF, with penalties as if they both were light weapons?

KaiserSozay
2014-04-07, 10:40 PM
Thanks for your input Silphael. You were right about the wording I had for dual wielding shields so I fixed that. However there is not limit to how many spell as Righteous Juggernaut can cast that I can see. The only thing I can assume that you mean is the number of spells that they know which at the moment I am fine with.
Edit: Ah just realised what you meant. I used the old spells per day table and replaced it with spells known instead. Since I haven't got around to reformatting this since the change over it is not as clear as I would like.