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Proposed PF Juggernaut

Page history last edited by Teena 14 years, 3 months ago

 

JUGGERNAUT PrC, Take Three

 

HIT DICE: D12

 

REQUIREMENTS

BAB: +5

Feats: Power Attack, Catch Off Guard

 

CLASS FEATURES

Level    BAB            F /R /W         ABILITY

1         +0            +1/+0/+1        Mighty Strength (+2),  Indomitable Warrior

2         +1            +1/+1/+1        Powerhouse

3         +2            +2/+1/+2        Immovable (5’)

4         +3            +2/+1/+2        Bonus Feat

5         +3            +3/+2/+3        Mighty Strength (+4), Unbreakable (DR 5/-)

6         +4            +3/+2/+3

7         +5            +4/+2/+3        Immovable (10’)

8         +6            +4/+3/+4        Bonus Feat

9         +6            +5/+3/+5        Mighty Strength (+6), Unbreakable (DR 10/-)

10        +7            +5/+3/+5            Legendary Juggernaut

 

CLASS FEATURES

Mighty Strength (ex)– At Level 1, 5 and 9 the Juggernaut gains a +2 Ability Score Increase to his Strength.

 

Indomitable Warrior (ex)– For every two class levels the Juggernaut’s Natural Armor increases by one. 

 

Powerhouse (ex)– When making Strength Checks or Skill Checks based on Strength, the Juggernaut adds his Class Level to the Check.  The Juggernaut also adds his Class Level to his strength for purposes of determining lifting capacity.

 

Immovable (ex)– At Level 3 the size and training of the Juggernaut makes him difficult to shift unless he wishes to.  When successfully targeted by any effect or spell forces him to move, the Juggernaut can ignore the first 5 feet of movement.  This ability increases to 10’ at 7th

 

Bonus Feat (ex)– At Level 3 and Level 8 the Juggernaut can choose one of the following feats.  He must still qualify for all the requisites.  Improvised Mastery, Cleave, Great Cleave, Improved Bull Rush, Greater Bull Rush, Improved Overrun, Greater Overrun, Intimidating Presence.  As an alternative the Juggernaut can choose one of the following Feats, using the Juggernaut’s Level in place of Fighter Level, Weapon Focus (Improvised), Weapon Specialization (Improvised).

 

Unbreakable (su)– At level 5 the Juggernaut can infuse himself with the power of the Juggernauts of old.  After being hit by a successful attack, but before Damage is Rolled, the Juggernaut can declare that he is using Unbreakable.  The Juggernaut gains DR 5/- for the attack.  At level 9 this bonus increases to DR 10/-.  This is a Supernatural Ability that can be used once per day per Class Level.

 

Legendary Juggernaut (su)– At level 10 the Juggernaut is able to channel the full might of history to unleash his true potential.  As a Supernatural Effect, the Juggernaut grows to one category, using all modifiers for that new Size.  (Reach, Carry, CMB/CMD, how certain abilities affect the Character.)  There are no stat Modifiers for this size change.  In addition the Juggernaut gains Lowlight Vision.  Large Characters with Hulking Build may choose to be treated as Huge Creatures per Hulking Build.  Both Hulking Build and Characters with Monkeygrip can use Huge Weapons following their normal rules.  As a Supernatural Effect, this ability can not be stacked with Spells or other supernatural effects that increase size.

Comments (6)

Pendleton said

at 9:34 pm on Jan 15, 2010

High Will save for a melee/tough guy PrC is generally a no-no.

Pendleton said

at 9:50 pm on Jan 15, 2010

Other opinions:
I'm cool with Powerhouse and mighty strength; over the lifetime of the class, it's slightly higher than the normal Str bonus for size (+4 Str/+4 Con).
I'm also cool with it being d12 HD for the same reason; effectively, the class is treated at +4 Con over its lifetime, without the other benefits of Con.
Immovable seems a little high; I'd be happier with it maybe staging up at 7th (+2 at 3rd, +5 at 7?). It makes me nervous mainly because I'm not aware of any standard ways to improve CMD; since 'defending against maneuvers' seems a bit distant from the core of this class, inventing a special bonus is a bit tenuous. I'm neutral on the 'reduce amount moved'; it's a nice mechanic, though.
I'm iffy on Unbreakable. On the one hand, DR 10/- 10 times a day is pretty frequent. On the other hand, by level 14-15, physical damage is often the least of a PC's worries.

After all that, you might expect me to go waaah about legendary juggernaut... I like it, and think it's great. Ha!

So, in short, the only thing I'd do is yoke back on Immovable slightly, and make it low Will save, and then I, at least, am satisfied.

Pendleton said

at 5:44 pm on Jan 16, 2010

My concern:
A 16th level jotunbrud juggernaut with Str 38 (22 to start, +6 juggernaut, +4 ability scores from leveling, +6 strength item).
+1 Huge Mighty +14 longbow; does 3d6+15 x3 damage.

Total equipment cost: 3500 for the bow, 36000 for the item, out of a normal wealth level of 315,000 gp.

The jotunbrud is also in +2 full plate, say, with AC of about 30 (+11 armor, +5 natural armor, +2 natural armor enhancement, +3 ring of protection, -1 size), possibly one or two more with Dex and armor training.

rgs said

at 6:03 pm on Jan 16, 2010

The juggernaut is an epitome of physical strength.Given that, I'm not sure how 'In addition the Juggernaut gains Darkvision 60’' ties in to immense strength and physical powers as flavor. The will, too, seems a little iffy--they've never struck me as a strongly mentally disciplined class--more a purely physical one that declares themselves stronger than mountains. The fighter gains +X will versus fear...would that be something that fit? I imagine they're less afraid of x or y--and that would more closely reflect that?

Pendleton said

at 6:44 pm on Jan 18, 2010

After experimenting, consider a 17th level human fighter, with Str 30 (20 to start, +4 leveling, +6 strength item). He has Monkeygrip, and his primary weapon training is in bows.
Fighter has +4 damage due to weapon training, +4 damage due to weapon specialization

+1 Large Mighty +10 longbow; does 2d6+19 x3 damage, average 26 damage. The previous example had average of 25.5.

So this works out better than I had figured at first. Granted, the juggernaut has somewhat better ability to use more than one weapon with high values (since the values come from strength and size rather than focused feats and training).

My objections to size and scale issues is withdrawn.

Teena said

at 1:10 am on Jan 19, 2010

A couple small changes.

Removed the CMB bonus from Immovable. It might return, but at a much lower value (When size modifiers only add +1 for large or +2 for Huge, adding a +5/+10 is extremely significant.)

Changed Darkvision as part of Legendary Juggernaut to Low Light. This was my error, as I thought the Giant Subtype granted Darkvision. The idea with the sight being added in as they are channeling the Giants. I've suggested to Maelstrom that he might consider actually adding in the Giant Subtype, though there are no real advantages to it. If anything it might be a disadvantage (Nasty Dwarves would have fun with the Juggernaut). ;)

In any event, Maelstrom says that this writeup looks good, and he's looking to do any more tweaks and changes as needed if they use the PrC, so this will be the last update for me.

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