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Mr.Bookworm
2007-10-20, 03:09 PM
This was an idea of mine, to make the tower shield useable.

A tower juggernaut is one who masters the style of fighting with an unlikely weapon, the tower shield. They can fight with a tower shield, charge with a tower shield, even throw their tower shield.

Prerequisites
Feats: Tower Shield Proficiency, Improved Bullrush, Improved Charge
BAB: +7
Special: Must have killed a creature with a CR equivalent to your ECL with a tower shield.

Hit Die: d12

Tower Juggernaut

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Door-Sized Weapon, Extended Charge

2nd|
+2|
+3|
+0|
+0|Immovable, Bonus Feat

3rd|
+3|
+3|
+1|
+1|Soar Like A Shield, Extended Charge

4th|
+4|
+4|
+1|
+1|Crusher, Improved Door-Sized Weapon, Bonus Feat

5th|
+5|
+4|
+1|
+1|Unstoppable Charge, Extended Charge[/table]

The Tower Juggernaut's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str). He gains (2+Int Modifier) skill points a level.

Door-Sized Weapon: A Tower Juggernaut can use his tower shield as a weapon with no penalty. In his hands, a tower shield is a two-handed bludgeoning weapon that deals 1d8 points of damage, and ×3 damage on a critical hit.

At fourth level, the tower shield deals 1d10 points of damage, and ×4 damage on a critical hit.

A Tower Juggernaut of any level can have his tower shield enchanted as if it were a weapon of appropriate statistics. He may also take weapon-related feats (Weapon Focus, etc.) with the tower shield as the weapon.

Extended Charge: At first level, when making a charge, a Tower Juggernaut can add up to 10 feet onto his charge, plus his normal charge distance. This bonus increases to 20 feet at third level, and 30 feet at fifth level.

Immovable (Ex): A Tower Juggernaut may "root in" as a move-equivalent action. This provides him with the normal benefits of taking cover behind a tower shield, along with several other benefits. He cannot be moved from his position unless a creature with a Strength of 24 or greater attempts to move him. Up to two other allys may move into his square, and they gain the benefits of Immovable.

A Tower Juggernaut can make a "surprise" attack against an opponent directly in front of him, if he is rooted in, as a move-equivalent action. If the opponent does not make a DC 20 Reflex save, they take 1d6 damage for every level of Tower Juggernaut possessed, and is knocked prone. This automatically "unroots" the player. If they make the save, they take no damage, but are considered flat-footed until their next turn.

Bonus Feat: At second level, and again at fourth level, the Tower Juggernaut gains a bonus feat. Use the Fighter bonus feat list. You must meet the preresiquites of the feat.

Soar Like A Shield (Ex): A Tower Juggernaut gains the ability to throw their tower shield at third level. They can throw their tower shield 5 feet for every level of Tower Juggernaut they possess. On a succesful hit with a thrown shield, the tower shield deal 1d4 extra points of damage per two points of Strength modifier you possess, rounded down. (For example, a Tower Juggernaut with 18 Strength would deal 2d4 points of extra damage on a succesful hit with a thrown shield, because of his +4 Strength modifier)

Crusher (Ex): One time per day, a Juggernaut may attempt to crush someone, as long as he is wielding a tower shield. If the target does not succeed on a DC (10+Strength Modifier+Tower Juggernaut level) Reflex save, they are instantly reduced to -9 Hit Points, while stable. If the target is at 0 HP or less, they are instantly killed. If the target is stunned, unconscious, prone, or otherwise unaware of the Tower Juggernaut or at a disadvantage, they DC for the save goes up by 3 points. He can only use this ability on creatures of his size category. Using this ability automatically causes the Tower Juggernaut to go prone. He gains an additional use of this ability at fifth level.

Unstoppable Charge (Ex): A Tower Juggernaut can use this ability one time per day. A Tower Juggernaut moves four times his speed, plus the Extended charge ability, if he wishes. Unlike a normal charge, you do not have to designate a target to use this ability. If you do not, you simply stop at the square where your charge ends.

While using an Unstoppable Charge, a Tower Juggernaut gains 100 temporary hit points. They go away as soon as the Unstoppable Charge is over.

When using an Unstoppable Charge, a Tower Juggernaut may simply smash his way through anything he encounters on the way to his target. If he encounters a wall, door, or other obstructive object, if it has a Break DC of 30 or less, it, or a a portion of it large enough to fit the Tower Juggernaut through, is destroyed automatically. If it has a Break DC of over 30, the Tower Juggernaut must roll a d20, and may add his Strength modifier. For every five points over 30, rounded up, he must add 3 to a base DC of 0. If he does not suceed, he comes to a stop right in front of the obstacle. (Example: Tom tries to smash through a iron wall with a Break DC of 57. It is assumed to have DC of 60, as it is rounded up. That is 30 points over 30, so Tom must roll an 18 or greater. Tom has a Str mod of +4, so he must roll a 14 or lower to break through the wall.)

If the Tower Juggernaut encounters a person, they are knocked out of the way. Roll a d20 twice. Add the Tower Juggernaut's Strength modifier to each roll. Multiply the resulting numbers by five, and round down to the nearest five. The first number is the number of feet they move away from you horizontally. The second number is the number of feet they move away from you vertically. For every size category smaller than yours, add 3 to each roll. For every size category smaller than yours, subtract 5 from each roll. Factor in falling damage normally. If a character hits a wall after being tossed aside, they take 2d4 damage. (Example: Tom, a human, smashes aside a halfling. He rolls a 14, plus his Strength modifier of +4, plus the +3 bonus because the Halfling is one size category smaller than him, for a total of 21. 21*4 is 82 feet, rounded down to 80 feet. The halfling flies 80 feet horizontally. He rolls a 4 next. Four plus +4 plus +3 equals 11. 11*4 equals 44, rounded down to 40. So the halfling flies 80 feet horizontally, and 40 feet vertically. The halfling hits a wall 40 feet away. He then falls to the ground for 40 feet. Thus, he takes 2d4+4d6 damage.

If the Tower Juggernaut makes an attack at the end of an Unstoppable Charge, he adds 1d10 points of damage for every point of Strength modifier he possesses.

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That's it. Comment as harshly/constructivly as you like, since I'm not very experienced at homebrewing.

Mr.Bookworm
2007-10-22, 06:43 PM
Blarg. Sorry for double posting.

But this thing is finished.