Chaos_Laicosin
2013-09-10, 02:32 AM
Sooo... haven't home brewed for a while, but I had a thought on a heavy melee/tank base class based on the namesake of the class, the Juggernaut. Lemme know if its too over powered/under powered, or if the abilities are just too confusing as worded. Maybe I could organize/word the class abilities better...
Juggernaut
Hit Die: d10
Skill Points: 2+ Int Modifier
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Survival, Swim
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Unstoppable Force Damage
1st|
+1|
+2|
+0|
+0|Unstoppable Force|
d4
2nd|
+2|
+3|
+0|
+0|Defence of Opportunity|
d4
3rd|
+3|
+3|
+1|
+1|Momentum, Impossible Strength|
d4
4th|
+4|
+4|
+1|
+1|Immovable|
d6
5th|
+5|
+4|
+1|
+1|Bodycheck, Focussed Charge|
d6
6th|
+6/+1|
+5|
+2|
+2|Momentum 2, Perceptive Charge|
d6
7th|
+7/+2|
+5|
+2|
+2|Unstoppable Force 2|
d6
8th|
+8/+3|
+6|
+2|
+2|Immovable 2|
d8
9th|
+9/+4|
+6|
+3|
+3|Momentum 3|
d8
10th|
+10/+5|
+7|
+3|
+3|Bodycheck 2, Impossible Strength 2|
d8
11th|
+11/+6/+1|
+7|
+3|
+3|Iron Footed, Focussed Charge 2|
d8
12th|
+12/+7/+2|
+8|
+4|
+4|Momentum 4, Immovable 3|
d10
13th|
+13/+8/+3|
+8|
+4|
+4|Perceptive Charge 2|
d10
14th|
+14/+9/+4|
+9|
+4|
+4|Unstoppable Force 3|
d10
15th|
+15/+10/+5|
+9|
+5|
+5|Momentum 5, Bodycheck 3|
d10
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Immovable 4|
d12
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Focussed Charge 3, Impossible Strength 3|
d12
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Momentum 6|
d12
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Perceptive Charge 3|
d12
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Immovable 5, Grab and Go|
3d6[/table]
Weapon and armour proficiencies - A Juggernaut is proficient with all armour and shields, except tower shields. A Juggernaut is proficient with all simple and martial weapons, except ranged weapons.
Unstoppable Force - When charging, creatures the same size as or smaller than you must move out of your way or suffer the consequences. Creatures in your line of charge must roll a reflex save vs a DC of 10 + 1/2 your Juggernaut level + your Str modifier or else suffer 1d4 + your Str modifier damage and be moved into an adjacent empty square that is not in your line of charge. If there is no adjacent empty square outside of your line of charge then the creature is knocked prone. This damage increases at every 4th level. You can charge through difficult terrain, but only with the movement speed allowed by the terrain.
Defence of Opportunity - When charging you do not provoke attacks of opportunity.
Momentum - At the end of a charge you can transfer your momentum into an attack, dealing 1.5x the damage you would normally deal against the target of a charge. You also gain +2 to your strength checks used to break objects against which you could charge (i.e. doors/walls/chests with 10 ft of charging room, ropes/chains longer than 10 ft, etc.)
Impossible Strength - A Juggernaut can overwhelm most opponents. You are treated as one size category larger for all bull rush, disarm, grapple, overrun, sunder, and trip checks. Your unarmed damage is also one size category larger.
Immovable - None shall pass! You are immune to bull rush and overrun attempts by opposing creatures. You also gain a Natural Armour bonus of +1.
Bodycheck - At the end of a charge, in addition to dealing damage, you have the option to thow a creature up to the same size as you a distance equal to 1/2 of your movement speed. You and the target each roll a check of 1d20 + str modifier. If you win the check, the target is thrown away from you a distance of 1/2 your movement speed in the same direction as your charge, and lands prone. Should the creature strike a heavy/immovable object in the line of the throw (wall, rock, much larger creature, etc.), it takes 1d6 damage for every 2 points of your strength modifier and falls prone in the square of the collision. If the thrown creature strikes another creature up to one size category larger than it, both fall prone in the square of the collision and each takes 1/2 of the collision damage.
Focussed Charge - Your target is going down, that's a fact. Your attack bonus while charging is increased to +4. Additionally, focussed charge grants you a +2 bonus to Will saves during any turn in which you have made a charge attack.
Momentum 2 - Your charging damage bonus is increased to 2x and your strength bonus to burst objects is increased to +4.
Perceptive Charge - You are capable of readying a defense during a charge. Your penalty to AC while charging is now only -1.
Unstoppable Force 2 - When charging, you can now choose whether a creature in your line of charge is pushed aside or knocked prone on a failed reflex save. You can now charge through creatures up to one size category large than you.
Immovable 2 - Your natural armour bonus is increased to +2
Momentum 3 - Your charging damage bonus is increased to 2.5x and your strength bonus to burst objects is increased to +6.
Bodycheck 2 - You can now bodycheck creatures up to one size category larger than you. You gain +4 to your checks for this ability.
Impossible Strength 2 - You are now considered 2 size categories larger for all mentioned in Impossible Strength.
Iron Footed - When charging, your movement is unaffected by terrain. You also take no damage or movement penalty from caltrops or similar sharp terrain.
Focussed Charge 2 - Your attack bonus while charging is increased to +6. Will save bonus is now +4 while charging.
Momentum 4 - Your charging damage bonus is increased to 3x and your strength bonus to burst objects is increased to +8.
Immovable 3 - Your natural armour bonus is increased to +3
Perceptive Charge 2 - You receive no penalty to AC when charging.
Unstoppable Force 3 - When charging, you can now charge through creatures up to 2 size categories larger than you.
Momentum 5 - Your charging damage bonus is increased to 3.5x and your strength bonus to burst objects is increased to +10.
Bodycheck 3 - You can now bodycheck creatures up to two size categories larger than you. You gain +8 to your checks for this ability.
Immovable 4 - Your natural armour bonus is increased to +4
Focussed Charge 3 - Your attack bonus while charging is increased to +8. Will save bonus is now +6 while charging.
Impossible Strength 3 - You are now considered 3 size categories larger for all mentioned in Impossible Strength.
Momentum 6 - Your charging damage bonus is increased to 4x and your strength bonus to burst objects is increased to +12.
Perceptive Charge 3 - You receive a bonus of +1 to AC when charging
Immovable 5 - Your natural armour bonus is increased to +5.
Grab and Go - In lieu of running through a creature via the Unstoppable Force ability, you have the option of carrying one along with you. If a creature up to the same size as you fails its reflex save to avoid you during a charge and you have at least one empty hand, you can grab them and carry them with you through to the end of the charge. If you have at least two free hands, then you can grab a creature one size category larger than you. When you reach the target of the charge, the grabbed creature can be used to perform one extra attack against the target at your highest base attack bonus. The held creature sustains the same amount of damage as is dealt to the target by the attack and is thrown the same distance and into the same square as the target, should the Bodycheck ability be used. If Bodycheck is not used, or the target resists it, then the held creature is dropped prone into an adjecent, empty square at the end of the turn. The base damage dealt by a creature-weapon is based on its size: Tiny = 1d4, small = 1d6, medium = 1d8, large = 1d10, huge = 1d12.
Juggernaut
Hit Die: d10
Skill Points: 2+ Int Modifier
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Survival, Swim
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Unstoppable Force Damage
1st|
+1|
+2|
+0|
+0|Unstoppable Force|
d4
2nd|
+2|
+3|
+0|
+0|Defence of Opportunity|
d4
3rd|
+3|
+3|
+1|
+1|Momentum, Impossible Strength|
d4
4th|
+4|
+4|
+1|
+1|Immovable|
d6
5th|
+5|
+4|
+1|
+1|Bodycheck, Focussed Charge|
d6
6th|
+6/+1|
+5|
+2|
+2|Momentum 2, Perceptive Charge|
d6
7th|
+7/+2|
+5|
+2|
+2|Unstoppable Force 2|
d6
8th|
+8/+3|
+6|
+2|
+2|Immovable 2|
d8
9th|
+9/+4|
+6|
+3|
+3|Momentum 3|
d8
10th|
+10/+5|
+7|
+3|
+3|Bodycheck 2, Impossible Strength 2|
d8
11th|
+11/+6/+1|
+7|
+3|
+3|Iron Footed, Focussed Charge 2|
d8
12th|
+12/+7/+2|
+8|
+4|
+4|Momentum 4, Immovable 3|
d10
13th|
+13/+8/+3|
+8|
+4|
+4|Perceptive Charge 2|
d10
14th|
+14/+9/+4|
+9|
+4|
+4|Unstoppable Force 3|
d10
15th|
+15/+10/+5|
+9|
+5|
+5|Momentum 5, Bodycheck 3|
d10
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Immovable 4|
d12
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Focussed Charge 3, Impossible Strength 3|
d12
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Momentum 6|
d12
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Perceptive Charge 3|
d12
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Immovable 5, Grab and Go|
3d6[/table]
Weapon and armour proficiencies - A Juggernaut is proficient with all armour and shields, except tower shields. A Juggernaut is proficient with all simple and martial weapons, except ranged weapons.
Unstoppable Force - When charging, creatures the same size as or smaller than you must move out of your way or suffer the consequences. Creatures in your line of charge must roll a reflex save vs a DC of 10 + 1/2 your Juggernaut level + your Str modifier or else suffer 1d4 + your Str modifier damage and be moved into an adjacent empty square that is not in your line of charge. If there is no adjacent empty square outside of your line of charge then the creature is knocked prone. This damage increases at every 4th level. You can charge through difficult terrain, but only with the movement speed allowed by the terrain.
Defence of Opportunity - When charging you do not provoke attacks of opportunity.
Momentum - At the end of a charge you can transfer your momentum into an attack, dealing 1.5x the damage you would normally deal against the target of a charge. You also gain +2 to your strength checks used to break objects against which you could charge (i.e. doors/walls/chests with 10 ft of charging room, ropes/chains longer than 10 ft, etc.)
Impossible Strength - A Juggernaut can overwhelm most opponents. You are treated as one size category larger for all bull rush, disarm, grapple, overrun, sunder, and trip checks. Your unarmed damage is also one size category larger.
Immovable - None shall pass! You are immune to bull rush and overrun attempts by opposing creatures. You also gain a Natural Armour bonus of +1.
Bodycheck - At the end of a charge, in addition to dealing damage, you have the option to thow a creature up to the same size as you a distance equal to 1/2 of your movement speed. You and the target each roll a check of 1d20 + str modifier. If you win the check, the target is thrown away from you a distance of 1/2 your movement speed in the same direction as your charge, and lands prone. Should the creature strike a heavy/immovable object in the line of the throw (wall, rock, much larger creature, etc.), it takes 1d6 damage for every 2 points of your strength modifier and falls prone in the square of the collision. If the thrown creature strikes another creature up to one size category larger than it, both fall prone in the square of the collision and each takes 1/2 of the collision damage.
Focussed Charge - Your target is going down, that's a fact. Your attack bonus while charging is increased to +4. Additionally, focussed charge grants you a +2 bonus to Will saves during any turn in which you have made a charge attack.
Momentum 2 - Your charging damage bonus is increased to 2x and your strength bonus to burst objects is increased to +4.
Perceptive Charge - You are capable of readying a defense during a charge. Your penalty to AC while charging is now only -1.
Unstoppable Force 2 - When charging, you can now choose whether a creature in your line of charge is pushed aside or knocked prone on a failed reflex save. You can now charge through creatures up to one size category large than you.
Immovable 2 - Your natural armour bonus is increased to +2
Momentum 3 - Your charging damage bonus is increased to 2.5x and your strength bonus to burst objects is increased to +6.
Bodycheck 2 - You can now bodycheck creatures up to one size category larger than you. You gain +4 to your checks for this ability.
Impossible Strength 2 - You are now considered 2 size categories larger for all mentioned in Impossible Strength.
Iron Footed - When charging, your movement is unaffected by terrain. You also take no damage or movement penalty from caltrops or similar sharp terrain.
Focussed Charge 2 - Your attack bonus while charging is increased to +6. Will save bonus is now +4 while charging.
Momentum 4 - Your charging damage bonus is increased to 3x and your strength bonus to burst objects is increased to +8.
Immovable 3 - Your natural armour bonus is increased to +3
Perceptive Charge 2 - You receive no penalty to AC when charging.
Unstoppable Force 3 - When charging, you can now charge through creatures up to 2 size categories larger than you.
Momentum 5 - Your charging damage bonus is increased to 3.5x and your strength bonus to burst objects is increased to +10.
Bodycheck 3 - You can now bodycheck creatures up to two size categories larger than you. You gain +8 to your checks for this ability.
Immovable 4 - Your natural armour bonus is increased to +4
Focussed Charge 3 - Your attack bonus while charging is increased to +8. Will save bonus is now +6 while charging.
Impossible Strength 3 - You are now considered 3 size categories larger for all mentioned in Impossible Strength.
Momentum 6 - Your charging damage bonus is increased to 4x and your strength bonus to burst objects is increased to +12.
Perceptive Charge 3 - You receive a bonus of +1 to AC when charging
Immovable 5 - Your natural armour bonus is increased to +5.
Grab and Go - In lieu of running through a creature via the Unstoppable Force ability, you have the option of carrying one along with you. If a creature up to the same size as you fails its reflex save to avoid you during a charge and you have at least one empty hand, you can grab them and carry them with you through to the end of the charge. If you have at least two free hands, then you can grab a creature one size category larger than you. When you reach the target of the charge, the grabbed creature can be used to perform one extra attack against the target at your highest base attack bonus. The held creature sustains the same amount of damage as is dealt to the target by the attack and is thrown the same distance and into the same square as the target, should the Bodycheck ability be used. If Bodycheck is not used, or the target resists it, then the held creature is dropped prone into an adjecent, empty square at the end of the turn. The base damage dealt by a creature-weapon is based on its size: Tiny = 1d4, small = 1d6, medium = 1d8, large = 1d10, huge = 1d12.