Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Juggernaut

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

JUGGERNAUT

Alignment: Any non-lawful


Hit Die: d12

Requirements
To qualify to become a juggernaut, a character must fulfill all the following criteria.

Base Attack Bonus: +9


Feats: Diehard, Endurance, Toughness

Class Skills: The juggernaut's class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Perception (Wis), and
Sense Motive (Wis).

Skill Points Per Level: 2 + Int modifier.

Table: Juggernaut
Fort Ref Will
Level BAB Save Save Save Special
1st +1 +1 +0 +0 Resilience, Dreadnought Power
2nd +2 +1 +1 +1 Bonus Feat
3rd +3 +2 +1 +1 Dreadnought Power
4th +4 +2 +1 +1 Improved Resilience
5th +5 +3 +2 +2 Dreadnought Power
6th +6 +3 +2 +2 Bonus Feat
7th +7 +4 +2 +2 Dreadnought Power
8th +8 +4 +3 +3 Greater Resilience
9th +9 +5 +3 +3 Dreadnought Power
10th +10 +5 +3 +3 Bonus Feat, Unstoppable

Class Features
All of the following are class features of the juggernaut prestige class.

Weapon and Armor Proficiency: Juggernauts gain no proficiency with any weapon or armor.

Resilience (Ex): Juggernauts are hard to kill, especially when near death. The juggernaut is not staggered while
using the Diehard feat, but if he takes a move and a standard action or a full-round action while he is at 0 or fewer
hit points he takes 1 point of damage.
Dreadnought Power (Ex): Juggernauts are at their strongest when they are fighting for their lives. At 1st level and
every odd level thereafter, the juggernaut can choose one of the following dreadnought powers. The juggernaut
gains the benefits of the chosen power while his current hit point total (including temporary hit points) is below half
of his maximum hit points, rounded down. In addition, each dreadnought power has a listed wounded value. He
gains the benefits of the wounded value while he is below one-fifth of his maximum hit points, rounded down. If the
juggernaut's hit point total (including any temporary hit points) rises above these values, he immediately loses the
benefit.
Dreadnought powers only apply when the juggernaut is conscious, not if he is unconscious or dead. Unless
otherwise stated, a juggernaut can only select a particular power once:

Might (Ex): The juggernaut gains a +1 bonus to weapon attack rolls and a +2 bonus to damage rolls. Wounded - The
bonus to weapon attack rolls increases to +2 and the bonus to damage rolls increases to +4.

Expertise (Ex): The juggernaut gains a +1 bonus to CMB and CMD. Wounded - The bonus to CMB and CMD
increases to +3.
Mobility (Ex): The juggernaut's land speed increases by 5 feet. Wounded - The bonus to his land speed increases to
15.

Resistance (Ex): The juggernaut gains energy resistance 5 against his choice of either acid, cold, electricity, or fire.
Once this choice is made, it cannot be changed. Wounded - The chosen energy resistance increases to 15. The
juggernaut may take this power up to four times, its effects do not stack. Each time he takes it, he must apply it to a
different energy type.

Improved Might (Ex): The juggernaut gains a +2 bonus to weapon attack rolls and a +4 bonus to damage rolls.
Wounded - The bonus to weapon attack rolls increases to +4 and the bonus to damage rolls increases to +8. The
juggernaut must be at least 5th level and have the might power before selecting this power. This power replaces
(does not stack with) the might dreadnought power.

Defense (Ex): The juggernaut gains a +2 dodge bonus to Armor Class. Wounded - The dodge bonus to Armor Class
increases to +4. The juggernaut must be at least 5th level before selecting this power.

Piercing Strikes (Ex): The juggernaut is treated as having the Penetrating Strike feat, even if he doesn't meet the
prerequisites. Wounded - The juggernaut is treated as having the Greater Penetrating Strike feat, even if he doesn't
meet the prerequisites. He must still have Weapon Focus with his wielded weapon to benefit from either of these
feats. The juggernaut must be at least 7th level before selecting this power.

Unflinching (Ex): The juggernaut gains DR 2/—. Wounded - The damage reduction increases to DR 5/—. This
damage reduction stacks with any other damage reduction he may already have as a class feature (such as damage
reduction gained from barbarian levels). The juggernaut must be at least 7th level before selecting this power.

Fortify (Ex): The juggernaut treats his armor as having the light fortification ability. Wounded - The juggernaut
treats his armor as having the moderate fortification ability. This fortification does not stack in any way with armor
that has these special abilities. In these cases the juggernaut takes the better of the two fortifications. The juggernaut
must be at least 3rd level before selecting this power.

Bonus Feat (Ex): At 2nd, 6th, and 10th levels, the juggernaut can select one of the following feats as a bonus feat:

Great Fortitude, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning
Reflexes.

He must meet the prerequisites for these feats.


Improved Resilience (Ex): At 4th level, the juggernaut fights on without falter. He no longer loses hit points when
taking any type of action while at 0 or fewer hit points.
Greater Resilience (Ex): At 8th level, a juggernaut staves off death with ease. When he is below 0 hit points, he
does not die until his negative total is in excess of twice his Constitution score.
Unstoppable (Ex): At 10th level, the juggernaut becomes an unstoppable force. While his current hit point total
(including temporary hit points) is below half of his maximum hit points, he gains immunity to dazing and stunning.
While he is below one-fifth of his maximum hit points, he gains the benefits of freedom of movement, as the spell.
While he is below 0 hit points, he gains fast healing 5. If the juggernaut's hit point total (including any temporary hit
points) rises above these values, he immediately loses the benefit.

You might also like