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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.

Perseus
2013-09-18, 07:43 PM
Strikes
At 2nd, 4th, 7th , 10th, 13th, and 16th the Warrior gains a Strike from the following list. At a higher level the Warrior may choose to learn a lower level strike in place of a higher level strike.

Strikes are usable at-will but a Warrior can only use a number of strikes in any given encounter equal to 1/2 Warrior Level + Constitution Modifier (Minimum 1).

The Save DC for any strike granting a Fortitude save is equal to 10 + 1/2 Juggernaut Level + Juggernaut's Strength mod.

Level 2 Strikes

Unbalancing Strike (Ex)

Attack: Single Melee or Ranged attack
Melee/Ranged Effect: Attack a number of enemies as you normally would with a full attack versus AC. If hit and the creature doesn't have 5 ranks in balance then they are off balance and lose their dex mod to AC for a number of rounds equal to the Warrior's Strength mod or until they take a full round action to stabilize. If the creature has 5 or more ranks in balance then they are off balance for 1 round and still lose their dex to AC.

Cover (Ex)

Attack: Single Melee or Ranged attack versus natural terrain
Melee/Ranged Effect: The Warrior strikes the ground causing dirt and rock to fly into the air for a number of rounds equal to the Warrior's Strength or Dexterity modifier. This dirt covers a 20 foot spread from the initial square. The dirt obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Wave Strike (Ex)

Attack: Single or Full Attack (Melee/Ranged)
Special: Don't need ammo for this ranged weapon

Melee/Ranged Effect: Make a melee or ranged attack with the weapon wielded as normal (strength for martial weapon, dex for ranged weapon) versus a target within 50 feet against a creature's touch AC. On a hit the Warrior deals 1d4 + Str Mod points of force damage as they send s blast of pure kinetic energy at the target.

Special: This attack only provokes an AoO if the target of the strike is more than 5 ft away from the Warrior.



Level 4 Strikes

Wind Strike
Action: Melee or Ranged attack (no ammo)
Target one creature within 60 feet (or within ranged weapon first range category) and knock the creature back determined on their size.
Colossal: 5 feet, 1 dmg
Giant: 10 feet, 1d4 + str mod dmg
Huge: 15 feet, 1d6 + str mod dmg
Large: 20 feet, 1d8 + str mod dmg
Medium: 30 feet, 1d10 + str mod dmg
Small: 40 feet, 1d12 + str mod dmg
Tiny and lower: 50 feet, 2d6 + str mod dmg

A Fortitude save negates the forced movement and reduces the damage by half.

Special: The Juggernaut may use this to propel herself as if she was one size smaller. The Juggernaut takes no damage when doing so and can do it multiple times a round if she has enough attacks.





Level 7 Strikes

Sickening Blow
Action: Melee or Ranged attack.
Target one creature and make a melee or ranged attack versus AC. On a hit you don't deal your normal damage but the target takes 2d6 temp Con mod damage for a number of rounds equal to the Juggernaut's strength mod. The target gains a fortitude save to half the damage and half the duration (min 1 round).

Flash Attack:
Trigger: The Juggernaut uses flash step.
The juggernaut as a swift action may make an unarmed attack, bullrush, trip, sunder, melee attack or natural attack after the Flash Step. To any creature within reach. The Juggernaut gains a bonus to attack rolls equal 1/2 their Juggernaut level due to the extreme speed of this attack. This is in addition to any attacks the Juggernaut may be able to use later with Greater Flash Step.



Level 10 Strikes

Volcano Death Grip (Some translates it from ancient text as Vulcan Death Grip... Whatever the hell a Vulcan is...)
Target: One living creature. The Juggernaut makes a unarmed attack versus the target, if successful the target gains a Fortitude save to stop from being put to sleep (this is not magical sleep so elves and the like aren't immune). If the target fails then they are asleep for a number of rounds equal to the Juggernauts Strength modifier.

The target gains a bonus to this save based on this hit die.
1 HD: + 0
2 - 5 HD: +1
6 - 10 HD: +2
11 - 15 HD: +3
16 - 20 HD: +4



Level 13 Strikes

Fatiguing Strike
One attack action. Make a number of attacks equal to what you would with a full attack, these can be against the same creature or multiple. Each time a creature is struck they must make a Fortitude save or become Fatigued for a number of rounds equal to the Juggernaut's Strength Mod.



Level 16 Strikes


Not finished with this, I'll add the strikes and utilities later/tomorrow. I'll also fix the layout of the strike/utilities.

Perseus
2013-09-18, 07:46 PM
Utilities

At levels 2, 4, 7, 10, 13, and 16 the Warrior gains special stances and tactical abilities known as Utilities. At each of the levels the Fighter gains 2 Utilities, however only one may chosen at a time. After a night of rest the Warrior spends 1 hours practicing his strikes and utilities, at this time the Warrior chooses one to be his focus. Anytime later in the day the Warrior may spend an hour practicing to gain a different utility known as their new Utility for the day.

Stances: Take a swift action (sometimes immediate) to initiate.

Tactics: Always active once chosen for the day.

Level 2

Armored Agility
Tactics: The Warrior gains a +2 dodge bonus to AC with an addition +1/5 Warrior Levels. Must be wearing light armor.

Stout Shield
Tactics: Warrior gains a +2 dodge bonus to AC with an addition +1/5 Warrior Levels. Must be using a light or heavy shield.

Focused Stance
The Warrior gains a +1 bonus to attack and damage rolls. +1/5 Warrior Levels. The Warrior's weapon is considered masterwork.

Protection (Ex)
Tactics: The Warrior reflects on the way of chaos, law, good, and evil and learns best how to steel their minds against assaults from a particular type of enemy. The Warrior gains the following against the particular type of enemy chosen.

+2 Dodge Bonus to AC
+2 Resistance Bonus to Saves
Immunity to being possessed
Immunity to [charm] and [compulsions] effects that grant the caster ongoing control over the Fighter, such as dominate person).

Enlarged Posture (Ex)
The Warrior learns to us their height and weight for complete advantage. While using this utility the Warrior is considered one size larger (gaining the increased reach and strength and so forth) that what the Warrior normally is.

Minor After Image
Stance: For a number of rounds equal to the 1 + Juggernaut's Con Mod the Juggernaut moves at incredible speed that gives off an afterimage effect that grants the hinders any enemy trying to strike the Juggernaut with 20% miss chance.





Level 4

Flash Step (Ex): As a double move action the Warrior may move instantly up to his speed X4 (X5 if they have the run feat). This movement must be within line of sight but not line of effect. The Warrior moves so fast that his molecules displace and he can go through solid objects (which poses its own dangers).



Level 7

Greater After Image
For a number of rounds equal to 1 + Juggernauts Con Mod, the Juggernaut moves at an incredible speed. This causes his image to displaced slightly and the Juggernaut gains concealment (50% miss chance to strike the Juggernaut).



Level 10

Magic Deflection Stance
Initiation: Swift Action
Stance: The Juggernaut has learned to parry and deflect even the most subtle of low level spells. For a number of rounds equal to 1 + Juggernaut's Con Mod spells of 3rd level and lower do no effect the Juggernaut due to them dodging and parrying the energies with their shield, weapon, or even bare hands. This stance like all stances may be dropped as a free action at any time.


Level 13

Flash Step, Greater: As with flash step except it takes only a single move action.


Level 16


Reality Rip (Ex): The Warrior knows exactly where to tare space and time in order to get to other planes. With a single strike a passage to another plane appears and stays for a number of rounds equal to the Warrior's Strength Mod. The Warrior and any creature who ventures through the rip in space and time are instantly transported to another plane (to be chose when performing the initial rip).

Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

Flash Run: The Juggernaut pictures a place in her mind and with a flash rushes off to the destination. The Juggernaut must have been to the location and the location must be on the same plane. The Juggernaut runs in a straight line fast enough to phase through most objects including people and other creatures (walls of force and thick adamantine walls and such stop the travel). The juggernaut runs at a speed of 300 miles per round. Stopping exactly where needed is a bit hard and there is a 30% chance of over shooting the destination by 50 miles and a 30% chance of stopping to soon (100 miles before destination). Roll a d% to determine where the Juggernaut finishes her movement.

Perseus
2013-09-19, 01:33 PM
New Feats and Items

Juggernaut Specific Feats

Perfect Save: Gain class feature "improved save" a second time. Must have class feature "improved save" to take this feat.

Deceptive Target: When Juggernaut fails a will save but passes their Body Over Mind the Juggernaut may make a spell craft check to identify the spell and then a bluff check. If successful the Juggernaut can fake being under the effects of the spell. Must have the class feature "Body Over Mind".

Endure, Don't Dodge: The Juggernaut may apply the same rules for Body Over Mind to reflex saves. Must have the Body Over Mind class feature to take this feat.

Closed Minded: The Juggernaut learns to shut their mind off to divination magic. The Juggernaut can not be located by any form of magic. Prerequisite: 16th level Juggernaut.

Double Utility: The Juggernaut may choose 2 utilities to use each day. To switch from one to another is a swift action. Prerequisite: Utilities, Juggernaut 8.

Triple Utility: The Juggernaut may choose 3 Utilities to use each day. To switch between the three is a swift action. Prerequisites: Utilities, Double Utility Feat, Juggernaut 14.



Mimic Class Features Feats

Rage: 1/day may use the Barbarian Rage ability for a number of rounds equal to 1 + (newly improved) Con Modifier.

If taken with a feat slot at level 12 or higher then the Juggernaut may Rage 2/day. The Juggernaut also gains additional strength and constitution.

If taken with a feat slot at level 18 or higher then the Juggernaut may Rage 3/day. The Juggernaut also gains more strength and constitution.

Fighter Bonus Feat: Gain a Fighter Bonus Feat, treat your effective fighter level as ECL -4.

Smite:

Sneak Attack:

Bardic Knowledge:

Animal Companion: