Jormengand
2017-11-12, 03:02 PM
The Juggernaut
A class with practically no out of combat abilities, but which knocks everyone about in combat.
Starting Age: As bard
Starting Wealth: Double as fighter
LevelBABFortRefWillSpecial
1st+1+2+0+2Improved Bull Rush, Improved Overrun, Mailed Fist, Heavy Armour Mastery 1, Juggernaut Trample +1/1d6
2nd+2+3+0+3Momentous Rush
3rd+3+3+1+3Juggernaut Trample +2/2d6
4th+4+4+1+4Heavy Armour Mastery 2
5th+5+4+1+4Juggernaut Trample +3/3d6
6th+6/+1+5+2+5Touch-ward
7th+7/+2+5+2+5Juggernaut Trample +4/4d6
8th+8/+3+6+2+6Heavy Armour Mastery 3
9th+9/+4+6+3+6Juggernaut Trample +5/5d6
10th+10/+5+7+3+7Ablative Plating
11th+11/+6/+1+7+3+7Juggernaut Trample +6/6d6
12th+12/+7/+2+8+4+8Heavy Armour Mastery 4
13th+13/+8/+3+8+4+8Juggernaut Trample +7/7d6
14th+14/+9/+4+9+4+9Freedom of Rampage
15th+15/+10/+5+9+5+9Juggernaut Trample +8/8d6
16th+16/+11/+6/+1+10+5+10Heavy Armour Mastery 5
17th+17/+12/+7/+2+10+5+10Juggernaut Trample +9/9d6
18th+18/+13/+8/+3+11+6+11Hurling Impact
19th+19/+14/+9/+4+11+6+11Juggernaut Trample +10/10d6
20th+20/+15/+10/+5+12+6+12Mountain Rush, Heavy Armour Mastery 6
Alignment: Any
Hit Die: 1d12
Class Skills:
The juggernaut's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Ride (Dex) and Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
The juggernaut is proficient in all simple weapons, with heavy armour, and with shields, including tower shields.
Improved Bull Rush, Improved Overrun
A juggernaut gets these bonus feats at first level.
Mailed Fist (Ex)
A juggernaut gains the benefit of the improved unarmed strike feat for attacks with gauntlets only (though he can also kick with sabatons or plated boots as though they were gauntlents). His gauntlet attacks (including kicks with sabatons or plated boots) deal damage as a monk's unarmed strike does.
Heavy Armour Mastery (Ex)
A juggernaut is used to wearing heavy armour. He reduces the effective armour check penalty of heavy armour by 1, plus 1 per 4 levels (to a minimum penalty of 0) and increases the effective maximum dexterity bonus by the same number.
Juggernaut Trample (Ex)
A juggernaut doesn't provoke attacks of opportunity for overruning an enemy. The juggernaut gets a +1 bonus, plus an additional 1 per 2 levels after first, to overrun and bull rush checks, and increases the number of size categories bigger that can be bull rushed or trampled by the same amount. If the juggernaut bull rushes an enemy into a wall, or overruns an enemy and keeps walking over them, then that enemy takes damage as though struck by the juggernaut's gauntlet plus an additional 1d6 damage plus 1d6 points of damage per 2 levels after first (so long as the juggernaut is wearing gauntlets in the case of a bull rush or sabatons or plated boots in case of an overrun).
A juggernaut can also try to run straight through an obstacle during his movement. If he does, the obstacle takes damage equal to the juggernaut's gauntlet damage plus 1d6 plus 1d6 per 2 levels after first, and if that's enough to destroy it, he goes straight through. If not, he slams into the obstacle and stops.
In any case, this ability only functions when the juggernaut wears heavy armour.
Momentous Rush (Ex)
From second level, a juggernaut's speed isn't reduced for wearing heavy armour. In addition, he can make a momentous rush attack as a full-round action. To do this, he moves up to twice his movement speed, turning up to 90 degrees during the rush (up to and including directly left of or directly right of his previous direction). The momentous rush is considered to be a charge, but instead of a single attack at the end of the charge, the juggernaut makes any number of free overrun or bull rush attacks during the rush, though only one against each creature.
Touch Ward (Ex)
From sixth level, the juggernaut's heavy armour is effective against touch attacks, even incorporeal touch attacks.
Ablative Plating (Ex)
From tenth level, a creature who misses the juggernaut with an attack (including a touch attack or ray) must roll again to hit themselves with the attack if he's wearing heavy armour.
Freedom of Rampage (Ex)
From fourteenth level, the juggernaut gains the benefits of freedom of movement constantly, so long as he wears heavy armour.
Hurling Impact (Ex)
From eighteenth level, when the juggernaut bull rushes someone while wearing heavy armour, he can throw them the full distance in any direction without having to move with them. He still deals extra damage if they fly into a wall.
Mountain Rush (Ex)
From twentieth level, the juggernaut's momentous rush is four times his normal speed, and he can turn up to three times during it. If you turn so that you hit a creature multiple times, you can make that many bull rush or overrun attempts against them.
A class with practically no out of combat abilities, but which knocks everyone about in combat.
Starting Age: As bard
Starting Wealth: Double as fighter
LevelBABFortRefWillSpecial
1st+1+2+0+2Improved Bull Rush, Improved Overrun, Mailed Fist, Heavy Armour Mastery 1, Juggernaut Trample +1/1d6
2nd+2+3+0+3Momentous Rush
3rd+3+3+1+3Juggernaut Trample +2/2d6
4th+4+4+1+4Heavy Armour Mastery 2
5th+5+4+1+4Juggernaut Trample +3/3d6
6th+6/+1+5+2+5Touch-ward
7th+7/+2+5+2+5Juggernaut Trample +4/4d6
8th+8/+3+6+2+6Heavy Armour Mastery 3
9th+9/+4+6+3+6Juggernaut Trample +5/5d6
10th+10/+5+7+3+7Ablative Plating
11th+11/+6/+1+7+3+7Juggernaut Trample +6/6d6
12th+12/+7/+2+8+4+8Heavy Armour Mastery 4
13th+13/+8/+3+8+4+8Juggernaut Trample +7/7d6
14th+14/+9/+4+9+4+9Freedom of Rampage
15th+15/+10/+5+9+5+9Juggernaut Trample +8/8d6
16th+16/+11/+6/+1+10+5+10Heavy Armour Mastery 5
17th+17/+12/+7/+2+10+5+10Juggernaut Trample +9/9d6
18th+18/+13/+8/+3+11+6+11Hurling Impact
19th+19/+14/+9/+4+11+6+11Juggernaut Trample +10/10d6
20th+20/+15/+10/+5+12+6+12Mountain Rush, Heavy Armour Mastery 6
Alignment: Any
Hit Die: 1d12
Class Skills:
The juggernaut's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Ride (Dex) and Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
The juggernaut is proficient in all simple weapons, with heavy armour, and with shields, including tower shields.
Improved Bull Rush, Improved Overrun
A juggernaut gets these bonus feats at first level.
Mailed Fist (Ex)
A juggernaut gains the benefit of the improved unarmed strike feat for attacks with gauntlets only (though he can also kick with sabatons or plated boots as though they were gauntlents). His gauntlet attacks (including kicks with sabatons or plated boots) deal damage as a monk's unarmed strike does.
Heavy Armour Mastery (Ex)
A juggernaut is used to wearing heavy armour. He reduces the effective armour check penalty of heavy armour by 1, plus 1 per 4 levels (to a minimum penalty of 0) and increases the effective maximum dexterity bonus by the same number.
Juggernaut Trample (Ex)
A juggernaut doesn't provoke attacks of opportunity for overruning an enemy. The juggernaut gets a +1 bonus, plus an additional 1 per 2 levels after first, to overrun and bull rush checks, and increases the number of size categories bigger that can be bull rushed or trampled by the same amount. If the juggernaut bull rushes an enemy into a wall, or overruns an enemy and keeps walking over them, then that enemy takes damage as though struck by the juggernaut's gauntlet plus an additional 1d6 damage plus 1d6 points of damage per 2 levels after first (so long as the juggernaut is wearing gauntlets in the case of a bull rush or sabatons or plated boots in case of an overrun).
A juggernaut can also try to run straight through an obstacle during his movement. If he does, the obstacle takes damage equal to the juggernaut's gauntlet damage plus 1d6 plus 1d6 per 2 levels after first, and if that's enough to destroy it, he goes straight through. If not, he slams into the obstacle and stops.
In any case, this ability only functions when the juggernaut wears heavy armour.
Momentous Rush (Ex)
From second level, a juggernaut's speed isn't reduced for wearing heavy armour. In addition, he can make a momentous rush attack as a full-round action. To do this, he moves up to twice his movement speed, turning up to 90 degrees during the rush (up to and including directly left of or directly right of his previous direction). The momentous rush is considered to be a charge, but instead of a single attack at the end of the charge, the juggernaut makes any number of free overrun or bull rush attacks during the rush, though only one against each creature.
Touch Ward (Ex)
From sixth level, the juggernaut's heavy armour is effective against touch attacks, even incorporeal touch attacks.
Ablative Plating (Ex)
From tenth level, a creature who misses the juggernaut with an attack (including a touch attack or ray) must roll again to hit themselves with the attack if he's wearing heavy armour.
Freedom of Rampage (Ex)
From fourteenth level, the juggernaut gains the benefits of freedom of movement constantly, so long as he wears heavy armour.
Hurling Impact (Ex)
From eighteenth level, when the juggernaut bull rushes someone while wearing heavy armour, he can throw them the full distance in any direction without having to move with them. He still deals extra damage if they fly into a wall.
Mountain Rush (Ex)
From twentieth level, the juggernaut's momentous rush is four times his normal speed, and he can turn up to three times during it. If you turn so that you hit a creature multiple times, you can make that many bull rush or overrun attempts against them.