Perseus
2013-09-18, 07:42 PM
The Warrior (Juggernaut)
I can tell the laws of nature to shut up and sit down and I can bend reality to my whim but against a Juggernaut... I would be hard pressed to even change their line of sight with a wish spell.
Gharis, Archmage of the East
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Bonus Feat, Least Veteran Mind
2nd|+2|+3|+0|+0|Bonus Feat, Strikes and Utilities
3rd|+3|+3|+1|+1|Body Over Mind 1/day
4th|+4|+4|+1|+1|Bonus Feat
5th|+5|+4|+1|+1|Mettle, Base Jumper
6th|+6/+1|+5|+2|+2|Body Over Mind 2/Day
7th|+7/+2|+5|+2|+2|Bonus Feat, Ignore Terrain
8th|+8/+3|+6|+2|+2|Unbreakable I
9th|+9/+4|+6|+3|+3|Body Over Mind 3/Day
10th|+10/+5|+7|+3|+3|Bonus Feat, Lesser Veteran Mind
11th|+11/+6/+1|+7|+3|+3|Improved Save
12th|+12/+7/+2|+8|+4|+4|Body Over Mind 4/Day
13th|+13/+8/+3|+8|+4|+4|Bonus Feat
14th|+14/+9/+4|+9|+4|+4|Unbreakable II
15th|+15/+10/+5|+9|+5|+5|Body Over Mind 5/Day
16th|+16/+11/+6/+1|+10|+5|+5|Bonus Feat, Greater Veteran Mind
17th|+17/+12/+7/+2|+10|+5|+5|Surge, Magic Eater
18th|+18/+13/+8/+3|+11|+6|+6|Body Over Mind 6/Day
19th|+19/+14/+9/+4|+11|+6|+6|Bonus Feat
20th|+20/+15/+10/+5|+12|+6|+6|Body of a God
[/table]
Starting Gold: 150 gp
Proficiencies: As Fighter
Skill Points @ First Level: (4 + Int Mod) X 4
Skill Points @ Each Additional Level: 4 + Int Mod
Class Skills: As Fighter
Ability Score Bonus: +2 Strength, +2 Constitution, -2 Charisma. Juggernauts become stronger and hardier than creatures in other classes but tend to be socially awkward and brash.
Ability Score Bonus: These ability score adjustments replace the racial bonus to ability scores. If the race didn't have any (such as humans) then they gain these.
Special: The DM may choose to have these stack with racial ability bonuses, ask the DM before applying this bonus.
Bonus Feat (Ex): At 1st, 2nd, and every two levels after that, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites.
At level 10 the Juggernaut may switch out their normal feats in this same manner.
Veteran Mind Least (Ex): The Juggernaut's minimum Intelligence mod used to determine skill points at each level is equal to 1. The Fighter gains the benefits of the Able Learner feat even if they aren't Human or Dopplerganger. The Fighter also gains 5 additional skill points which must be spent on cross class skills.
Mettle (Ex): You can resist magical attacks with greater effectiveness than other warriors. Beginning at 5th level you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious but you do while sleeping.
Base Jumper (Ex): The Juggernaut never takes falling damage from a controlled fall that is 200 feet or less. However the Juggernaut takes normal falling damage when the fall is unprepared for (such as from a trap) and when falling from a height over 200 feet (but subtract 200 feet if it is a controlled fall).
Body Over Mind (Ex): A number of times per day the Juggernaut who fails a Will Save may make a Fortitude save at the same DC. If the Juggernaut passes this save then the spell has no effect.
Ignore Terrain (Ex): The Juggernaut may ignore all difficult terrain and takes no penalty when fighting under water.
Unbreakable I (Ex): At level 8 the Juggernaut becomes immune to harmful effects of negative energy and positive energy. The Juggernaut also gains DR 5/ -.
Unbreakable II (Ex): At level 14 the Juggernaut becomes immune to any mind-effecting abilities but can still receive beneficial mind effecting effects such as from the Heroism spell. The Juggernaut also gains DR 10/-
Veteran Mind Lesser (Ex): Skill point cap on cross class skills is raised by 2. The Juggernaut gains +10 skill points to be used on cross class skills.
Improved Save (Ex): Choose one of the Juggernaut's bad saves. That save is upgraded to the good progression. Treat the progression as if it has always been a good save.
Veteran Mind Greater: Skill point cap on cross class skills is raised by an additional 2. The Juggernaut gains +10 skill points to be used on cross class skills.
Surge (Ex): A number of times a day equal to the Juggernaut's Con Mod (but only once per round) the Juggernaut may gain an additional fullround worth of actions.
Magic Eater (Ex): The Juggernaut has learned to stomach magical damage and always takes half damage from magical sources (HP dmg, temp ability dmg, permanent ability dmg, and any drain).
Body of a God (Ex): Your physical scores each increase by 20 points. The Juggernaut gains DR 15/ -
Edit: This isn't really a Fighter fix, sure it started that way but now it will be a set of three warrior classes that really ramps up the power. Juggernaut, Savage, and Scoundrel will be the three class set of a main group "Warrior". They will all have the Bonus Feats in common but other things will change. Hopefully these will land somewhere between tier 3 and 2 but will play in a fun way.
Basically I want to make some high fantasy into my non magical types.
Notice: if you see some features way earlier than what other classes don't worry... I don't care if the crusader has mettle at 13, that is way to late for such a juicy ability.
I can tell the laws of nature to shut up and sit down and I can bend reality to my whim but against a Juggernaut... I would be hard pressed to even change their line of sight with a wish spell.
Gharis, Archmage of the East
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Bonus Feat, Least Veteran Mind
2nd|+2|+3|+0|+0|Bonus Feat, Strikes and Utilities
3rd|+3|+3|+1|+1|Body Over Mind 1/day
4th|+4|+4|+1|+1|Bonus Feat
5th|+5|+4|+1|+1|Mettle, Base Jumper
6th|+6/+1|+5|+2|+2|Body Over Mind 2/Day
7th|+7/+2|+5|+2|+2|Bonus Feat, Ignore Terrain
8th|+8/+3|+6|+2|+2|Unbreakable I
9th|+9/+4|+6|+3|+3|Body Over Mind 3/Day
10th|+10/+5|+7|+3|+3|Bonus Feat, Lesser Veteran Mind
11th|+11/+6/+1|+7|+3|+3|Improved Save
12th|+12/+7/+2|+8|+4|+4|Body Over Mind 4/Day
13th|+13/+8/+3|+8|+4|+4|Bonus Feat
14th|+14/+9/+4|+9|+4|+4|Unbreakable II
15th|+15/+10/+5|+9|+5|+5|Body Over Mind 5/Day
16th|+16/+11/+6/+1|+10|+5|+5|Bonus Feat, Greater Veteran Mind
17th|+17/+12/+7/+2|+10|+5|+5|Surge, Magic Eater
18th|+18/+13/+8/+3|+11|+6|+6|Body Over Mind 6/Day
19th|+19/+14/+9/+4|+11|+6|+6|Bonus Feat
20th|+20/+15/+10/+5|+12|+6|+6|Body of a God
[/table]
Starting Gold: 150 gp
Proficiencies: As Fighter
Skill Points @ First Level: (4 + Int Mod) X 4
Skill Points @ Each Additional Level: 4 + Int Mod
Class Skills: As Fighter
Ability Score Bonus: +2 Strength, +2 Constitution, -2 Charisma. Juggernauts become stronger and hardier than creatures in other classes but tend to be socially awkward and brash.
Ability Score Bonus: These ability score adjustments replace the racial bonus to ability scores. If the race didn't have any (such as humans) then they gain these.
Special: The DM may choose to have these stack with racial ability bonuses, ask the DM before applying this bonus.
Bonus Feat (Ex): At 1st, 2nd, and every two levels after that, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites.
At level 10 the Juggernaut may switch out their normal feats in this same manner.
Veteran Mind Least (Ex): The Juggernaut's minimum Intelligence mod used to determine skill points at each level is equal to 1. The Fighter gains the benefits of the Able Learner feat even if they aren't Human or Dopplerganger. The Fighter also gains 5 additional skill points which must be spent on cross class skills.
Mettle (Ex): You can resist magical attacks with greater effectiveness than other warriors. Beginning at 5th level you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious but you do while sleeping.
Base Jumper (Ex): The Juggernaut never takes falling damage from a controlled fall that is 200 feet or less. However the Juggernaut takes normal falling damage when the fall is unprepared for (such as from a trap) and when falling from a height over 200 feet (but subtract 200 feet if it is a controlled fall).
Body Over Mind (Ex): A number of times per day the Juggernaut who fails a Will Save may make a Fortitude save at the same DC. If the Juggernaut passes this save then the spell has no effect.
Ignore Terrain (Ex): The Juggernaut may ignore all difficult terrain and takes no penalty when fighting under water.
Unbreakable I (Ex): At level 8 the Juggernaut becomes immune to harmful effects of negative energy and positive energy. The Juggernaut also gains DR 5/ -.
Unbreakable II (Ex): At level 14 the Juggernaut becomes immune to any mind-effecting abilities but can still receive beneficial mind effecting effects such as from the Heroism spell. The Juggernaut also gains DR 10/-
Veteran Mind Lesser (Ex): Skill point cap on cross class skills is raised by 2. The Juggernaut gains +10 skill points to be used on cross class skills.
Improved Save (Ex): Choose one of the Juggernaut's bad saves. That save is upgraded to the good progression. Treat the progression as if it has always been a good save.
Veteran Mind Greater: Skill point cap on cross class skills is raised by an additional 2. The Juggernaut gains +10 skill points to be used on cross class skills.
Surge (Ex): A number of times a day equal to the Juggernaut's Con Mod (but only once per round) the Juggernaut may gain an additional fullround worth of actions.
Magic Eater (Ex): The Juggernaut has learned to stomach magical damage and always takes half damage from magical sources (HP dmg, temp ability dmg, permanent ability dmg, and any drain).
Body of a God (Ex): Your physical scores each increase by 20 points. The Juggernaut gains DR 15/ -
Edit: This isn't really a Fighter fix, sure it started that way but now it will be a set of three warrior classes that really ramps up the power. Juggernaut, Savage, and Scoundrel will be the three class set of a main group "Warrior". They will all have the Bonus Feats in common but other things will change. Hopefully these will land somewhere between tier 3 and 2 but will play in a fun way.
Basically I want to make some high fantasy into my non magical types.
Notice: if you see some features way earlier than what other classes don't worry... I don't care if the crusader has mettle at 13, that is way to late for such a juicy ability.