Warforged Juggernaut enhancements

Warforged Juggernaut Enhancements

''As a war machine, the Juggernaut is among the best at dealing damage and sustaining punishment, trying to be more like a Construct. A lot of fortification and resistance/immunity to mental effects, negative energy, death effects, and ability damage.''

Not implemented in DDO

Warforged Juggernaut in 3.5 Eberron

(Just to give an idea of what may be to come.)

WARFORGED JUGGERNAUT

Source: Eberron Campaign Setting Some believe that the ultimate expression of the warforged experiment is the juggernaut, a path that allows warforged to become more and more like true constructs and less like their living creators. As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment. Some warforged refuse to take up the mantle of juggernaut because it accentuates their construct heritage at the cost of their living aspects. Nonetheless, for a war forged who wants to become an engine of destruction, the juggernaut prestige class is the best road by which to get there. A number of warforged juggernauts make their homes in the Mournland. Many of these characters follow the powerful juggernaut known as the Lord of Blades. Hit Die: d12.

REQUIREMENTS

To qualify to become a warforged juggernaut, a character must fulfill all the following criteria. Race: Warforged. Base Attack Bonus: +5. Feats: Adamantine Body, Improved Bull Rush, Power Attack.

CLASS SKILLS

The warforged juggernaut’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str). Skill Points per Level: 2 + Int modifier.

Level---BABFort-RefWill-Special

1st-+0--+2--+0--+0--Armor spikes 1d6, Expert Bull Rush, Powerful Charge, reserved

2nd-+1--+3--+0--+0--Charge bonus +1, construct perfection I, extended charge

3rd-+2--+3--+1--+1--Construct perfection II, healing immunity, Superior Bull Rush

4th-+3--+4--+1--+1--Armor spikes 1d8, bonus on charge +2, construct perfection III

5th-+3--+4--+1--+1--Construct perfection IV, Greater Powerful Charge

CLASS FEATURES

All of the following are class features of the warforged juggernaut. Weapon and Armor Proficiency: Warforged juggernauts gain no proficiency with any weapons, armor, or shields (except as noted below).

Armor Spikes (Ex): At 1st level, a warforged juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple attack. While the spikes can’t be removed, they can be affected by spells like any other weapon. At 4th level, the damage these armor spikes deal increases to 1d8.

Expert Bull Rush (Ex): A warforged juggernaut can add its class level to Strength checks when making a bull rush attempt or defending against a bull rush. A warforged juggernaut can also add its class level to Strength checks when trying to break down doors. Powerful Charge: A warforged juggernaut gains Powerful Charge as a bonus feat. Reserved: Starting at 1st level, a warforged juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut takes a penalty equal to its juggernaut class level (–1 at 1st level, –2 at 2nd level, and so on) when using the following skills: Bluff, Diplomacy, Gather Information, and Sense Motive.

Charge Bonus (Ex): Starting at 2nd level, a warforged juggernaut gains an extra +1 bonus on its attack roll when making a charge (total bonus of +3). At 4th level, this extra bonus increases to +2 (total bonus of +4).

Construct Perfection (Ex): A warforged that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a warforged juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its intelligence and sentience, a warforged juggernaut gains the following construct features as it advances in level.

-Construct Perfection I—At 2nd level, a warforged juggernaut is no longer subject to nonlethal damage or extra damage from critical hits. -Construct Perfection II—At 3rd level, a warforged juggernaut gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). -Construct Perfection III—At 4th level, a warforged juggernaut gains immunity to death effects and necromancy effects. -Construct Perfection IV—At 5th level, a warforged juggernaut is no longer subject to ability damage or ability drain.

Extended Charge (Ex): Starting at 2nd level, a warforged juggernaut gains +5 feet to its speed when making a charge.

Healing Immunity: Starting at 3rd level, as a warforged juggernaut becomes more like a construct and less like a living creature, it becomes immune to the effects of spells from the healing subschool. In addition, it can no longer benefit from the effects of consumable spells and magic items, such as heroes’ feast and potions.

Superior Bull Rush (Ex): Starting at 3rd level, when a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of a bull rush. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge feat or the Greater Powerful Charge feat as well. Greater Powerful Charge: At 5th level, a warforged juggernaut gains Greater Powerful Charge as a bonus feat.

BATTERING RAM

Battering Ram: Male personality warforged fighter 5/warforged juggernaut 4; CR 9; Medium construct (living); HD 5d10+15 plus 4d12+12; hp 85; Init +6; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base Atk +8; Grp +11; Atk +13 melee (1d8+6/×3, +1 battleaxe) or +11 melee (1d8+3, armor spikes); Full Atk +13/+8 melee (1d8+6/×3, +1 battle axe) or +11/+6 melee (1d8+3, armor spikes); Special Abilities; charge bonus +2, expert bull rush, extended charge, superior bull rush; Special Qualities; construct perfection III, damage reduction 2/adamantine, healing immunity, light fortifi cation (25%), living construct traits, reserved; AL N; Saves Fort +11, Ref +4, Will +2; Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 6. Skills: Bluff –6, Climb +2, Diplomacy –6, Gather Information –6, Intimidate +10, Jump –4, Listen +2, Sense Motive –4; Feats: Adamantine Body, Cleave, Improved Bull RushB, Improved InitiativeB, Power AttackB, Powerful ChargeB, Weapon Focus (battleaxe), Weapon Specialization (battleaxe). Charge Bonus (Ex):** Battering Ram gets a +2 bonus on attack rolls when charging. Construct Perfection III (Ex): Battering Ram is not subject to nonlethal damage or extra damage from critical hits. It has immunity to all mind-affecting spells and abilities, death effects, and necromancy effects. Expert Bull Rush (Ex): Battering Ram can add +4 to its Strength checks when making a bull rush attack, defending against a bull rush, or trying to break down doors. Extended Charge (Ex): Battering Ram’s speed is 25 feet when making a charge. Healing Immunity: Battering Ram is immune to the effects of spells from the healing subschool and cannot benefit from spells that rely on eating, such as heroes’ feast. Living Construct Traits: Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. Cannot heal damage naturally. Subject to stunning, ability damage, and ability drain. Subject to spells that target either constructs or living creatures. Superior Bull Rush (Ex): When Battering Ram makes a successful bull rush against an opponent, it can choose to deal 1d8+3 points of piercing damage from its armor spikes to the opponent in addition to the normal results of a bull rush. If the bull rush was made as part of a charge, Battering Ram can add extra damage from the Powerful Charge feat as well. Possessions: +1 armor enhancement, swordbond with +1 battleaxe, oil of repair moderate damage.