FireSpark
2007-09-07, 06:34 PM
Okay. So this will be my first submission to the homebrew boards. Please be gentle, but honest. Admittedly, this is only the third PrC I've even attempted. Perhaps if this one goes over well, I'll try and find the others. So without further ado...
The JUGGERNAUT v1.5
The juggernaut is the epitome of brute force. He is warrior who focuses on not just defeating them enemy with his strength, but also demoralizing them in the process. The juggernaut is an ever rolling powerhouse, charging from one opponent to the next, taking down not only their opponents, but any hapless sod who happens to come between the juggernaut and his enemy. A single juggernaut on the field of battle is enough to make an opponent cringe. A squad of juggernauts taking to the field have been known to scatter ranks with their very arrival.
Most juggernauts are fighters, though the occasional barbarian or ex-paladin have been known to take up the mantle. Even the rare cleric or two, particularly those whose deities glorify battle and seek glory through physical combat, have been known to join the ranks of the juggernauts. Their healing abilities a great compliment to the juggernaut's habit of taking injuries. Rogues, bards, monks, and other classes that rely on being lightly armored don't usually find themselves as a juggernaut, but all would gratefully fight alongside one.
Hit Die: d12
Requirements
To qualify to become a juggernaut, must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Endurance, Heavy Armor Proficiency, Improved Toughness, Run
Class Skills
The juggernaut's class skills (and the key ability for each skill) are Craft (Int), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str).
Skill Points Each Level: 2 + Int modifier
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Massive frame, heavy armor familiarity (second skin)
2nd|
+2|
+3|
+0|
+0|Intimidating charge, DR 1/--
3rd|
+3|
+3|
+1|
+1|Extended charge, Unshakable
4th|
+4|
+4|
+1|
+1|Heavy armor familiarity (maneuverability), DR 2/--
5th|
+5|
+4|
+1|
+1|Energy boost, Mental fortitude
6th|
+6|
+5|
+2|
+2|Devestating charge, DR 3/--
7th|
+7|
+5|
+2|
+2|Steadfast resolve, Inspiring presence
8th|
+8|
+6|
+2|
+2|Heavy armor familiarity (effectiveness), DR 4/--
9th|
+9|
+6|
+3|
+3|Overwhelming charge, Greater inspiring presence
10th|
+10|
+7|
+3|
+3|Terrifying charge, Rejuvenation, DR 5/--[/table]
Class Features
Weapon and Armor Proficiency: A juggernaut is proficient with all simple and martial weapons, all types of armor, and shields (including tower shields). When wearing no armor, or any armor besides heavy armor, a juggernaut loses the ability to use inspiring presence, greater inspiring presence, damage reduction gained from class levels, and any 'Charge' ability.
Massive Frame: A juggernaut learns how to operate under strenuous conditions, under loads that would buckle the knees of most other warriors. This training instills the juggernaut with not only superior confidence, but actual physical results as well. A juggernaut's massive frame grants him the powerful build trait, which lets him function in many ways as if he were one size category larger. Whenever a juggernaut is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. A juggernaut is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A juggernaut can use weapons designed for a creature one size larger without penalty.
However, his space and reach remain those of a creature of his actual size. The benefits of this class ability stack with the effects of powers, abilities, and spells that change the subject’s size category.
Heavy Armor Familiarity: A juggernaut practically lives in his armor during his initial training. This constant contact allows the juggernaut to become used to wearing heavy armor under any circumstance. Eventually a juggernaut becomes so accustomed to operating in heavier armor, and pushing himself ever further, that he begins to demonstrate a mastery of the armor's use in combat. At first level, the juggernaut has become used to not only working and fighting in his heavy armor, but living as well. At first level, the juggernaut no longer suffers from fatigue if he sleeps in his heavy armor, and the armor check penalty is reduced by 1.
Soon, the juggernaut learns how best to move within his armor, allowing him to function more efficiently, as well as more nimbly maneuver the battlefield. At 4th level, whenever the juggernaut is wearing heavy armor, the armor check penalty is reduced by a total of 2, and the maximum dexterity bonus of the armor increases by 1.
Eventually, through constant use and combat experience, the juggernaut has learned how best to utilize every hinge and strap of his armor to maximum effectiveness at turning away weapon strikes. At 8th level, the armor bonus granted to a juggernaut by any heavy armor he wears is increased by 2, and the armor check penalty is reduced by grand total of 3.
Intimidating Charge: Being charged by an opponent on the battlefield can be an unsettling experience. Being charged by a juggernaut can be downright frightening. Starting at 2nd level, when making a charge attack, a juggernaut can declare it to be an Intimidating Charge. If at the end of his charge the juggernaut successfully damages his target with a melee attack he adds +1d8 points of damage to his damage roll, and in addition, all the juggernaut's opponents including the original target of the charge attack, must make a Will save (DC 10 + class levels + the juggernaut's Cha modifier) or be shaken for two rounds (this is a mind-affecting, fear effect.). A successful Will save negates the shaken effect, but not the extra damage dealt to the original target. If the juggernaut's attack misses, then the attempt is wasted, and counts as one use of this ability. This ability is usable a number of times per day equal to one half the juggernaut's class levels, rounded down, and cannot be used in conjunction with the Devastating Charge ability.
Damage Reduction: A juggernaut not only learns how to physically take damage, but also how to turn a solid blow into a glancing strike. Beginning at 2nd level, a juggernaut gains damage reduction 1/--. This damage reduction increases by 1 at every even numbered level thereafter. So at 4th level, the juggernaut's DR is 2/--, and 6th level it increase to 3/--, and so on. This damage reduction stacks with other DR of the same type, that the juggernaut has earned from another class.
Extended Charge: Continuously fighting in his heavy armor, the juggernaut learns how to turn the momentum generated by the sheer mass of his heavy armor to his advantage. Beginning at 3rd level, whenever the juggernaut makes a melee charge attack, he may move up to three times his base land speed, rather than just double.
Unshakable: At 3rd level, the juggernaut has become confident in his abilities and accustomed to causing fear in his enemies. So much so that he has lost all of his own fear. The juggernaut is now immune to all fear effects, as well as intimidation.
Energy Reserve: Juggernaut's are infamous for being extremely difficult to stop. Much of this reputation comes from the juggernaut's ability to call upon his confidence in himself to grant himself a second wind in battle. Starting at 5th level, the juggernaut gains the ability to refresh himself and shrug off wounds that might incapacitate lesser warriors. Once per day, the juggernaut can grant himself fast healing 5 for a number of rounds equal to his class level.
Mental Fortitude: A juggernaut knows that he needs to not only fortify his body, but his mind as well. Through daily meditation and practice, the juggernaut gains a +2 bonus on Will saves against mind-affecting spells, spell-like abilities, and effects.
Devastating Charge: As the juggernaut increases his skills in melee combat, he becomes more capable of dealing as much damage as possible, by striking at his enemy as often as he can. At 6th level, the juggernaut has refined his techniques and methods of attack, and is able to use the power of his charges to fuel his strikes. When making a melee charge attack, the juggernaut can finish it with a full attack, rather than just a single one.
Steadfast Resolve: The juggernaut knows that sometimes, there just isn't any avoiding the enemy attacking. But the juggernaut also knows that his personal will and resolve can see him through anything. At 7th level, whenever the juggernaut would be exposed to an attack or other source of damage that grants a Reflex save to avoid or reduce the effects, the juggernaut can instead call upon his sheer physical resilience, and instead make a Fortitude save in place of a Reflex save. This ability is usable a number of times per day equal to 1 + his Constitution modifier. Even if the juggernaut is helpless, or otherwise restrained in such a way that would deny a character a reflex save, as long as the juggernaut is conscious, he can use this ability.
Inspiring Presence: By now the juggernaut's confidence in his skills and abilities is so great, that his very presence is an inspiration to those that fight alongside him. Beginning at 7th level, a number of the juggernaut's allies equal to his class levels that are within 10 feet of the juggernaut, gain a +1 morale bonus to attack and damage rolls, as well as a +3 morale bonus to saving throws vs. fear effects. This ability is not in effect if the juggernaut becomes helpless or unconscious.
Overwhelming Charge: One of the key tenants of juggernaut training is that the shortest distance a juggernaut and his target is straight line. No matter who else happens to be in the way, Starting at 9th level, whenever a juggernaut makes a melee charge attack he may target any opponent with his charge despite any enemies (or allies) that may be in the way, so long as they are one or more size categories smaller than the juggernaut (taking his massive frame ability into account). Any opponent (or ally) in the juggernaut's path, but not the target of the juggernaut's charge attack, is subject to a trample attack. The damage from this trample attack is equal to 1d8 + the juggernaut's current Strength modifier. The trample attack otherwise functions as any other trample attack, including allowances for attacks of opportunity or reflex saves to avoid the juggernaut. The only exception is that the juggernaut does not have to wholly occupy the opponent's space, but merely move through any portion of their space.
Greater Inspiring Presence: By now, the juggernaut has become an impressive force on the battle field, inspiring all that come near to rise up and give their all. At 9th level, any and all of the juggernaut's allies that are within 20 feet of the juggernaut gain a +2 morale bonus to attack and damage rolls, as well as a +6 morale bonus vs. fear effects. This ability is not in effect if the juggernaut becomes helpless or unconscious.
This ability replaces inspiring presence.
Terrifying Charge: At his peak, the juggernaut has become a terrifying weapon. One that can cause even the mightiest of warrior's to flee the field. At 10th level, the juggernaut gains the ability to perform a terrifying charge, with a melee charge attack. If at the end of this charge, the juggernaut successfully damages his target opponent with a melee attack, he then adds +3d8 points of damage to his damage roll, and in addition all the juggernaut's opponents including the original target of the charge attack, must make a Will save (DC 10 + class levels + the juggernaut's Cha modifier) or be frightened for one round, and then shaken for another two rounds (this is a mind-affecting, fear effect.). A successful Will save reduces the effects to being shaken for only one round, but the save does not reduce the extra damage dealt to the original target. If the juggernaut's attack misses, then the attempt is wasted, and counts as one use of this ability. This ability is usable a number of times per day equal to one half the juggernaut's class levels, rounded down, and cannot be used in conjunction with the Devastating Charge ability.
This ability replaces intimidating charge.
Rejuvenation: At the top of his form the juggernaut has also learned to not only shrug off small wounds, but to actually revivify himself with a renewed vigor. As if his confidence and surety were given physical form. Once per day, the juggernaut can grant himself fast healing 10 for a number of rounds equal to his class level.
EDIT 1.1 = Changed feat prereq's to better match flavor of the class. (Traded Dodge, and Mobility, Heavy Armor Optimization); applied restriction clarification to Intimidating/Terrifying Charge abilities. (Can't use them in conjuction with the Devastating Charge ability)
EDIT 1.3 = Removed HAF (expedience) and replaced with (second skin), added clarification to damage reduction, reworded (slightly) extended charge, replaced Heavy Armor Optimization feat req. with Endurance feat
EDIT 1.5 = Reduced Mental Fortitude power-level, added Run feat as prerequisite
The JUGGERNAUT v1.5
The juggernaut is the epitome of brute force. He is warrior who focuses on not just defeating them enemy with his strength, but also demoralizing them in the process. The juggernaut is an ever rolling powerhouse, charging from one opponent to the next, taking down not only their opponents, but any hapless sod who happens to come between the juggernaut and his enemy. A single juggernaut on the field of battle is enough to make an opponent cringe. A squad of juggernauts taking to the field have been known to scatter ranks with their very arrival.
Most juggernauts are fighters, though the occasional barbarian or ex-paladin have been known to take up the mantle. Even the rare cleric or two, particularly those whose deities glorify battle and seek glory through physical combat, have been known to join the ranks of the juggernauts. Their healing abilities a great compliment to the juggernaut's habit of taking injuries. Rogues, bards, monks, and other classes that rely on being lightly armored don't usually find themselves as a juggernaut, but all would gratefully fight alongside one.
Hit Die: d12
Requirements
To qualify to become a juggernaut, must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Endurance, Heavy Armor Proficiency, Improved Toughness, Run
Class Skills
The juggernaut's class skills (and the key ability for each skill) are Craft (Int), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str).
Skill Points Each Level: 2 + Int modifier
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Massive frame, heavy armor familiarity (second skin)
2nd|
+2|
+3|
+0|
+0|Intimidating charge, DR 1/--
3rd|
+3|
+3|
+1|
+1|Extended charge, Unshakable
4th|
+4|
+4|
+1|
+1|Heavy armor familiarity (maneuverability), DR 2/--
5th|
+5|
+4|
+1|
+1|Energy boost, Mental fortitude
6th|
+6|
+5|
+2|
+2|Devestating charge, DR 3/--
7th|
+7|
+5|
+2|
+2|Steadfast resolve, Inspiring presence
8th|
+8|
+6|
+2|
+2|Heavy armor familiarity (effectiveness), DR 4/--
9th|
+9|
+6|
+3|
+3|Overwhelming charge, Greater inspiring presence
10th|
+10|
+7|
+3|
+3|Terrifying charge, Rejuvenation, DR 5/--[/table]
Class Features
Weapon and Armor Proficiency: A juggernaut is proficient with all simple and martial weapons, all types of armor, and shields (including tower shields). When wearing no armor, or any armor besides heavy armor, a juggernaut loses the ability to use inspiring presence, greater inspiring presence, damage reduction gained from class levels, and any 'Charge' ability.
Massive Frame: A juggernaut learns how to operate under strenuous conditions, under loads that would buckle the knees of most other warriors. This training instills the juggernaut with not only superior confidence, but actual physical results as well. A juggernaut's massive frame grants him the powerful build trait, which lets him function in many ways as if he were one size category larger. Whenever a juggernaut is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. A juggernaut is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A juggernaut can use weapons designed for a creature one size larger without penalty.
However, his space and reach remain those of a creature of his actual size. The benefits of this class ability stack with the effects of powers, abilities, and spells that change the subject’s size category.
Heavy Armor Familiarity: A juggernaut practically lives in his armor during his initial training. This constant contact allows the juggernaut to become used to wearing heavy armor under any circumstance. Eventually a juggernaut becomes so accustomed to operating in heavier armor, and pushing himself ever further, that he begins to demonstrate a mastery of the armor's use in combat. At first level, the juggernaut has become used to not only working and fighting in his heavy armor, but living as well. At first level, the juggernaut no longer suffers from fatigue if he sleeps in his heavy armor, and the armor check penalty is reduced by 1.
Soon, the juggernaut learns how best to move within his armor, allowing him to function more efficiently, as well as more nimbly maneuver the battlefield. At 4th level, whenever the juggernaut is wearing heavy armor, the armor check penalty is reduced by a total of 2, and the maximum dexterity bonus of the armor increases by 1.
Eventually, through constant use and combat experience, the juggernaut has learned how best to utilize every hinge and strap of his armor to maximum effectiveness at turning away weapon strikes. At 8th level, the armor bonus granted to a juggernaut by any heavy armor he wears is increased by 2, and the armor check penalty is reduced by grand total of 3.
Intimidating Charge: Being charged by an opponent on the battlefield can be an unsettling experience. Being charged by a juggernaut can be downright frightening. Starting at 2nd level, when making a charge attack, a juggernaut can declare it to be an Intimidating Charge. If at the end of his charge the juggernaut successfully damages his target with a melee attack he adds +1d8 points of damage to his damage roll, and in addition, all the juggernaut's opponents including the original target of the charge attack, must make a Will save (DC 10 + class levels + the juggernaut's Cha modifier) or be shaken for two rounds (this is a mind-affecting, fear effect.). A successful Will save negates the shaken effect, but not the extra damage dealt to the original target. If the juggernaut's attack misses, then the attempt is wasted, and counts as one use of this ability. This ability is usable a number of times per day equal to one half the juggernaut's class levels, rounded down, and cannot be used in conjunction with the Devastating Charge ability.
Damage Reduction: A juggernaut not only learns how to physically take damage, but also how to turn a solid blow into a glancing strike. Beginning at 2nd level, a juggernaut gains damage reduction 1/--. This damage reduction increases by 1 at every even numbered level thereafter. So at 4th level, the juggernaut's DR is 2/--, and 6th level it increase to 3/--, and so on. This damage reduction stacks with other DR of the same type, that the juggernaut has earned from another class.
Extended Charge: Continuously fighting in his heavy armor, the juggernaut learns how to turn the momentum generated by the sheer mass of his heavy armor to his advantage. Beginning at 3rd level, whenever the juggernaut makes a melee charge attack, he may move up to three times his base land speed, rather than just double.
Unshakable: At 3rd level, the juggernaut has become confident in his abilities and accustomed to causing fear in his enemies. So much so that he has lost all of his own fear. The juggernaut is now immune to all fear effects, as well as intimidation.
Energy Reserve: Juggernaut's are infamous for being extremely difficult to stop. Much of this reputation comes from the juggernaut's ability to call upon his confidence in himself to grant himself a second wind in battle. Starting at 5th level, the juggernaut gains the ability to refresh himself and shrug off wounds that might incapacitate lesser warriors. Once per day, the juggernaut can grant himself fast healing 5 for a number of rounds equal to his class level.
Mental Fortitude: A juggernaut knows that he needs to not only fortify his body, but his mind as well. Through daily meditation and practice, the juggernaut gains a +2 bonus on Will saves against mind-affecting spells, spell-like abilities, and effects.
Devastating Charge: As the juggernaut increases his skills in melee combat, he becomes more capable of dealing as much damage as possible, by striking at his enemy as often as he can. At 6th level, the juggernaut has refined his techniques and methods of attack, and is able to use the power of his charges to fuel his strikes. When making a melee charge attack, the juggernaut can finish it with a full attack, rather than just a single one.
Steadfast Resolve: The juggernaut knows that sometimes, there just isn't any avoiding the enemy attacking. But the juggernaut also knows that his personal will and resolve can see him through anything. At 7th level, whenever the juggernaut would be exposed to an attack or other source of damage that grants a Reflex save to avoid or reduce the effects, the juggernaut can instead call upon his sheer physical resilience, and instead make a Fortitude save in place of a Reflex save. This ability is usable a number of times per day equal to 1 + his Constitution modifier. Even if the juggernaut is helpless, or otherwise restrained in such a way that would deny a character a reflex save, as long as the juggernaut is conscious, he can use this ability.
Inspiring Presence: By now the juggernaut's confidence in his skills and abilities is so great, that his very presence is an inspiration to those that fight alongside him. Beginning at 7th level, a number of the juggernaut's allies equal to his class levels that are within 10 feet of the juggernaut, gain a +1 morale bonus to attack and damage rolls, as well as a +3 morale bonus to saving throws vs. fear effects. This ability is not in effect if the juggernaut becomes helpless or unconscious.
Overwhelming Charge: One of the key tenants of juggernaut training is that the shortest distance a juggernaut and his target is straight line. No matter who else happens to be in the way, Starting at 9th level, whenever a juggernaut makes a melee charge attack he may target any opponent with his charge despite any enemies (or allies) that may be in the way, so long as they are one or more size categories smaller than the juggernaut (taking his massive frame ability into account). Any opponent (or ally) in the juggernaut's path, but not the target of the juggernaut's charge attack, is subject to a trample attack. The damage from this trample attack is equal to 1d8 + the juggernaut's current Strength modifier. The trample attack otherwise functions as any other trample attack, including allowances for attacks of opportunity or reflex saves to avoid the juggernaut. The only exception is that the juggernaut does not have to wholly occupy the opponent's space, but merely move through any portion of their space.
Greater Inspiring Presence: By now, the juggernaut has become an impressive force on the battle field, inspiring all that come near to rise up and give their all. At 9th level, any and all of the juggernaut's allies that are within 20 feet of the juggernaut gain a +2 morale bonus to attack and damage rolls, as well as a +6 morale bonus vs. fear effects. This ability is not in effect if the juggernaut becomes helpless or unconscious.
This ability replaces inspiring presence.
Terrifying Charge: At his peak, the juggernaut has become a terrifying weapon. One that can cause even the mightiest of warrior's to flee the field. At 10th level, the juggernaut gains the ability to perform a terrifying charge, with a melee charge attack. If at the end of this charge, the juggernaut successfully damages his target opponent with a melee attack, he then adds +3d8 points of damage to his damage roll, and in addition all the juggernaut's opponents including the original target of the charge attack, must make a Will save (DC 10 + class levels + the juggernaut's Cha modifier) or be frightened for one round, and then shaken for another two rounds (this is a mind-affecting, fear effect.). A successful Will save reduces the effects to being shaken for only one round, but the save does not reduce the extra damage dealt to the original target. If the juggernaut's attack misses, then the attempt is wasted, and counts as one use of this ability. This ability is usable a number of times per day equal to one half the juggernaut's class levels, rounded down, and cannot be used in conjunction with the Devastating Charge ability.
This ability replaces intimidating charge.
Rejuvenation: At the top of his form the juggernaut has also learned to not only shrug off small wounds, but to actually revivify himself with a renewed vigor. As if his confidence and surety were given physical form. Once per day, the juggernaut can grant himself fast healing 10 for a number of rounds equal to his class level.
EDIT 1.1 = Changed feat prereq's to better match flavor of the class. (Traded Dodge, and Mobility, Heavy Armor Optimization); applied restriction clarification to Intimidating/Terrifying Charge abilities. (Can't use them in conjuction with the Devastating Charge ability)
EDIT 1.3 = Removed HAF (expedience) and replaced with (second skin), added clarification to damage reduction, reworded (slightly) extended charge, replaced Heavy Armor Optimization feat req. with Endurance feat
EDIT 1.5 = Reduced Mental Fortitude power-level, added Run feat as prerequisite