Juggernaut (3.5e Class)/Power Force

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Power Force List[edit]

Ally Catapult (Ex): You can grab a willing creature in your reach into a grapple as a free action. They are not considered grappled. You can also throw your allies with (almost) no harm to them with your Body Toss ability. Allies take minimum damage, and the damage is non-lethal. If a willing creature is within your reach, you can use an attack of opportunity attempt to grab and throw them in the same action. This counts as a charge attempt but requires no movement on the thrown creature's part. Requires Body Toss.

Athletics (Ex): When making a successful Climb or Swim check, you may move at your full speed instead of at reduced speed. You only need one grasping limb to climb and do not lose your Dexterity bonus to AC when climbing. If you have a Climb or Swim speed, this speed is increased by +10 ft.

Bonus Feat: Juggernauts can gain a bonus feat from the following list: Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Overrun, Power Attack, Run, and any feat which improves your carrying capacity, and any feat with Improved Bull Rush, Improved Disarm, Improved Grapple, or Improved Overrun as a prerequisite. You must qualify for the feat as normal. This ability may be taken multiple times, each time choosing a new feat.

Break Terrain (Ex): As a standard action you can slam the ground and break it into debris forming difficult terrain within your reach. You must be able to deal at least 5 points of damage to the ground to successfully create this debris. If performed on soft or granular surfaces, you instead create an obscuring cloud of dust instead in the area as per obscuring mist which lasts for 1 minute or until blown away. The effect is increased if you strike the ground from a height, forming a radius of broken terrain up to to the distance fallen, maximum 10 ft per HD you possess.

Burial Pound (Ex): When you make a successful Titanic Blow attack, you can slam them into the ground or a wall with such force they are embedded within the surface. Any remaining movement stopped by a hard surface instead reduces their movement speeds to 0 ft for 1 round. They can free themselves and regain their movement earlier with a move action that does not provoke attacks of opportunity.

Crushmaster (Ex): As a 1 round action, you can take 20 on any break DC, or deal maximum damage on a successful sunder attempt. In addition if you destroy an object you can crush said object into a sphere of debris up to two sizes smaller than normal. This debris ball is a suitable object for throwing with the Throw Everything ability.

Environmental Resistance (Ex): You benefit from a constant extraordinary endure elements effect, which automatically upgrades to an unaugmented adaptive shell effect at 4th level and beyond.

Fitness (Ex): You gain both Endurance and Diehard as bonus feats, and may add your Strength modifier once to both your maximum hp, and the amount of hp into the negatives before you actually die. For example, a Strength modifier of +7 would die at -17 hp.

Grip Strength (Ex): Your grip is like an anaconda, tight and unyielding. You are unable to be disarmed and can resist dropping your items when you otherwise would. Once per encounter, you can choose to have your Monstrous Strength also apply as a bonus to grapple checks.

Hyper Armor (Ex): You become immune to staggering and stunning, and your actions cannot be interrupted via attacks of opportunity (such as provoking via a disarm attempt). Requires Poise.

Improved Environmental Resistance (Ex): Your Environmental Resistance ability now covers the benefits of greater endure elements. This automatically upgrades to adapt body at 11th level and beyond. Requires Environmental Resistance, 8 HD.

Improved Fitness (Ex): Your raw strength provides you effectively regeneration 0, bypassed by non-physical attacks. As a result you only take non-lethal damage from bludgeoning, piercing, and slashing attacks. However you do not have the ability to regenerate missing limbs. Requires Fitness, 8 HD.

Meteorborn (Ex): You are immune to fall damage, and are immune to the effects of unusually rapid fall damage or re-entry. When you land after falling at least 20 or more feet, you can choose to leave a cloud of debris identical to a obscuring mist with a duration of 1 minute. Requires Ballistic Flight.

Quake Slam (Ex): Your tremor slam ability improves, now dealing your weapon's normal damage as nonlethal damage to everyone in the area of effect. A successful Reflex save deals half damage and negates the prone effect. In addition you may make the area of effect a circle centered on yourself, or a line of double length (10 ft/level) as well as a cone shape. At your option, you may subject objects in the area of effect to the effects of a shatter spell. Requires Tremor Slam.

Superheavy Build (Ex): For those who really want to lift anything, they channel the Power Force even stronger than normal. Their carrying capacity doubles, and they can move at normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load. If you already have this ability (such as being a dwarf), your speed is increased by +10 ft.

Terra Shrapnel (Ex): When you perform a the Break Terrain ability you can have the surface explode forcefully. You deal 1d4 points of bludgeoning, piercing, and slashing damage per distance dropped to all creatures in the area of effect with a Reflex save for half (DC 10 + 1/2 HD + Strength modifier), up to your HD. If the broken surface is soft or otherwise yielding you may deal non-lethal damage. Requires Break Terrain, 5 HD.

Tremor Slam (Ex): As a standard action you can slam the ground in front of you with such force that creatures and loose objects are knocked prone. All creatures in a cone 5 ft/level long must make a Reflex save, DC 10 + 1/2 HD + Strength modifier or fall prone, save negates. You may use Tremor Slam once every 1d4 rounds.

Uncanny Dodge (Ex): You gain the Uncanny Dodge class feature as a barbarian of your level. If you already have Uncanny Dodge, or you take this ability a second time, you gain Improved Uncanny Dodge.

Unending Endurance (Ex): Unending strength comes with unending endurance. You are immune to fatigue, and you reduce exhaustion to the fatigued state instead. You can recover fatigue by resting for 1 hour. Lastly, if you are already immune to fatigue, you are now also immune to exhaustion. Requires 5 HD.

Worldquake (Su): As a standard action you may duplicate both the effects of a full three rounds of the Show of Power feat with a +6 circumstance bonus on all checks/your apparent HD plus the effects of an earthquake spell centered on yourself. You are immune to your own earthquake within a safe zone comprised of your own square. This uses the same cooldown as Tremor Slam and Quake Slam, but the cooldown lasts for 1d4 minutes. Requires Quake Slam, 14 HD.