Armored Juggernaut (Homebrew Prestige Class)

The armored juggernaut is the ultimate defensive foot soldier, unstoppable force meet immovable object. While some rely on cunning and reflexes in a fight, and others uphold a code of honor or engage in combat from horseback, the armored juggernaut simply is. If you want past, you will have to find a way to move him, most find it impossible. When the tide of combat flows against him, he stands like a rock.

#### Requirements

* **Proficiency**: Heavy Armor Proficiency, Shield Proficiency
* **Special**: Armor Training class ability.

#### Class Skill

The armored juggernaut's class skills are Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (nature), Perception, Ride and Survival.

Skill Points at Each Level: 4 + Int modifier.

#### Class Features

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

#### AC Bonus (Ex)

The armored juggernaut receives a dodge bonus to Armor Class that starts at +1 and improves as he gains levels, until it reaches +5 at 10th level.

#### Weapon and Armor Proficiency

A armored juggernaut is proficient with all weapons, heavy armors and all shields.

#### Armor Training

The armored juggernaut continues to improve his armor and abilities. At 1st level, the armored juggernaut adds his armored juggernaut level to his fighter level when determining the effect of his Armor training ability. The armored juggernaut gains armored training and advanced armor training at the same rate that the fighter does. If the armored juggernaut has no fighter levels, he would gain armor training as a fighter at levels 3 and 7.

#### Defensive Stance

As a free action, the armored juggernaut may enter a defensive stance, he juggernaut gains phenomenal strength and durability, but he cannot move from the spot he is defending unless allowed to do so by another feature of this class. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the juggernaut’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a juggernaut cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A juggernaut may end his defensive stance voluntarily prior to this limit but becomes fatigued after using defensive stance for a number of rounds equal to 2 times the number of rounds spent in the stance. A juggernaut cannot reenter defensive stance while fatigued or exhausted but can otherwise enter defensive stance multiple times during a single encounter or combat. If a juggernaut falls unconscious, her defensive stance immediately ends, placing her in peril of death. An armored juggernaut can use defensive stance a number of times per day equal to their levels in the class plus their constitution modifier.

#### Unstoppable (Ex)

At 1st level, the armored juggernaut can concentrate his or her power, gaining a +20 bonus on his or her Strength check to break or burst a door or item once per day, plus one additional time per day every five levels thereafter. As a special use of this ability, the armored juggernaut can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the armored juggernaut can apply the +20 bonus to a single attack roll. At 5th level, if the armored juggernaut moves at least 10 feet as part of this action, this bonus increases to +25.

#### Fear the Wall

An armored juggernaut deals more damage with his shield than a normal person would, as shown below on the table. The shield damage values listed on the table are for a Medium armored juggernaut'. A Small armored juggernaut deals two die steps less damage than the amount given on the table with his shield, while a Large armored juggernaut deals two die steps more damage. An armored juggernaut may choose whether he uses this affect or not.

#### Bonus Feats

At every odd level, the armored juggernaut gains a bonus feat. These may be selected from any feat available to a fighter, with a fighter level equal to the combined total of the armored juggernaut's fighter and juggernaut class levels.

#### Uncanny Dodge (Ex)

Starting at 2nd level, while wearing heavy armor, an armored juggernaut retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) Aside from requiring that you be wearing heavy armor, this and the improved version function exactly the same as the rogue class feature.

At 8th level, a character gains improved uncanny dodge.

#### Shrug off Punishment (Ex)

The armored juggernaut gains 5 bonus hit points at 2nd level and 5 more every two levels thereafter.

#### Unmovable (Ex)

At 2nd level, the armored juggernaut can concentrate his or her power, making him or herself unmovable once per day, plus one additional time per day for every 2 levels levels thereafter (2nd, 4th, 6th etc.). This power grants the character a +10 bonus on any one of the following:

A grapple check made to avoid being grabbed with the improved grab ability.

A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.

A Strength check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the armored juggernaut can use this ability to gain a Will saving throw. He or she still gains the +10 bonus on the saving throw in such a case.

#### Evasion (Ex)

At 3rd level, an armored juggernaut can withstand even magical and unusual attacks with great fortitude. While wearing heavy armor, if he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless armored juggernaut does not gain the benefit of evasion.

#### Armored Dreadnaught (Ex)

At 4th level, the armored juggernaut gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 3 points every five levels thereafter.

#### Mettle (Ex)

At 4th level, an armored juggernaut's internal fortitude allows him to shrug off magical effects that would otherwise harm him. While wearing heavy armor, if an armored juggernaut makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

#### Improved Defensive Stance (Ex)

At 5th level, the armored juggernaut has learned how to improve her defensive stance. Her Strength and Constitution bonus both increase by +2. In addition, she may modify her stance in one of the following ways:

* Retributive Stance: You can make an attack of opportunity against an opponent that hits you in melee. On you action you choose to take a -4 penalty to your Armor Class in exchange for the ability to make an attack of opportunity against any creature that makes a successful melee attack, or melee touch attack against you. The opponent that hits you must be in your threatened area, and this feat does not grant you more attacks of opportunity than you are normally allowed in a round.
* Thicket of Blades Stance: You maintain a careful guard as you search for any gaps in your opponent’s awareness. Even the slightest move provokes a stinging counter from you. While you are in this stance, any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by you. You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.
* Rolling Wall Stance: Sometimes the best defense is simply a good offense. You may make a free 5-foot step after making an attack of opportunity.
* Violent Exclusion Stance: When a foe's movement would otherwise grant you an attack of opportunity, you may give up that attack and instead attack your foe prior to your foe's actual movement. This is akin to a readied action, but Stand Still doesn't affect your initiative count or actual readied actions, if any. The foe must succeed at a Fortitude save against a DC equal to 10 + the damage you deal, or be unable to move into or out of the area you threaten-essentially, this ends the movement of a foe who is closing, and prevents any movement of a foe who is fleeing (if you are normally allowed an attack of opportunity against the fleeing foe). Since you use this ability in place of your attack of opportunity, you may only do so a number of times pet round equal to the number of times per round you could make an attack of opportunity (normally just one).

#### Knockdown (Ex)

At 6th level, whenever the armored juggernaut makes a melee attack on a target within 5 feet, the target of her successful attack must make a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.

#### Improved Evasion (Ex)

At 8th level, when using evasion and wielding a shield, the armored juggernaut still takes no damage on a successful Reflex saving throw against attacks, and he henceforth takes only half damage on a failed save. A helpless armored juggernaut does not gain the benefit of improved evasion.

#### I'm The Juggernaut Bitch (Ex)

At 9th level, when not in defensive stance while wearing heavy armor and wielding a shield, the armored juggernaut may double his movement speed at the cost of lowering his AC by 10 until the beginning of his next turn. This burst lasts for a single round. While using this movement speed increase, he can make a free action strength check to break through any objects in his way. He may do this a number of times per day equal to his armored juggernaut level plus his constitution modifier.

#### Greater Defensive Stance (Ex)

At 10th level, the armored juggernaut has become a terrifying battlefield juggernaut. Her Strength and Constitution bonus while in defensive stance both increase by +4. In addition, she may now move up to half her normal speed while in defensive stance and may have two improved stances active at any given time.