[House Rules-Classes]Jotun Juggernaut

The following is a class built for the Jotun race.  They are terrifying, unyielding warriors, born with the power of gods in their veins.

Do not get in their way…

Jotun Juggernaut

Prime Requisite:              STR, CON

Requirements:                 STR 11, CON 11, CHA 11

Hit Dice:                               1d12

Maximum Level:              11

As children of war, it is no mystery that most Jotun are drawn to careers that utilize their strengths and prowess.  The Jotun Juggernaut is perhaps the most commonly seen example of Jotun prowess.  Consummate warriors, the presence of a Juggernaut on the battlefield can send forces to route.  Most Jotun wage war because it is in their blood and they feel called to do it.  Others do so because they enjoy slaughter.  Regardless of why they do it, few can stand long against their might.

At first level, Jotun juggernauts hit an unarmored foe (AC 0) with an attack throw of 10+. Thereafter they advance in attack throws by one point every level of experience up until 9th level (i.e. they fight as monsters). They advance in saving throws as normal fighters, by two points every three levels of experience. Like fighters, Jotun juggernauts increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, and 9th level.

As wielders of the God Sparks of dead gods of war, they are trained in the use of all weapons and armor. They may fight wielding a weapon and shield, wielding a two-handed weapon, or wielding a weapon in each hand, as desired.  Jotun juggernauts also learn to use their steel fists as formidable natural weapons. In lieu of attacking with a normal weapon, the character can initiate an attack routine consisting of two punches that deal 1d6 damage each. Both punches will be modified by the character’s STR adjustment and damage bonus. When the character reaches 5th level, these natural weapons become capable of harming creatures only harmed by magical weapons.

Jotun juggernauts are unbreakable and have a base AC of 3 instead of 0.   Jotun are filled with a bloodlust and rage that acts as both the Berserkergang proficiency and further they can enter a fury from which they cannot retreat so long as foes remain, but gain a +2 to all damage while in this state.

Jotun are hardy people, as reflected in their saving throws.

As children of the divine sparks, they can enter a divine focus.  The character can go into focus once per day per level of experience. While in focus, the character gains a +1 bonus to all attack throws, proficiency throws, saving throws, and initiative rolls. A divine focus lasts for 1 turn (10 minutes).

As God Sparks, they are filled with a heroic spirit and their maximum class level is increased by one.  Further, they enjoy longevity .  All God Spark characters are ageless and enjoy a lifespan three times longer than that of normal men. Like elves, they are immune to ghoul paralysis.

God Sparked are gifted with divine reflexes, gaining a +1 bonus on surprise rolls and initiative rolls.

God Sparked are able to see with infravision for 30’.

At fifth level, his battlefield prowess begins to inspire others to follow him. Any henchmen and mercenaries hired by the juggernaut gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with the modifiers from the gladiator’s Charisma, proficiencies, and race.

At sixth level, a Jotun’s divine flesh becomes resistant to all disease.

At either level, a Jotun grows even larger and gains divine strength.  Effectively they become as strong as a Hill Giant as though under a permanent ‘Giant’s Strength’ effect.  Their fists will now do 1d8 damage (not doubled).

At 9th level (Jotun Warlord), a Jotun juggernaut can build a castle. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 Jotun Juggernauts of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Additional rules for castles are detailed in the Campaign chapter.

Jotun Juggernaut Level Progression
Experience Title Level Hit Dice Damage Bonus
0 Jotun Shield 1 1d12 +1
4300 Jotun Defender 2 2d12 +1
8600 Jotun Wall 3 3d12 +2
17200 Jotun Hero 4 4d12 +2
34400 Jotun Exemplar 5 5d12 +2
68800 Jotun Myrmidon 6 6d12 +3
140000 Jotun Champion 7 7d12 +3
280000 Jotun Epic Hero 8 8d12 +3
450000 Jotun Warlord 9 9d12 +4
620000 Jotun Warlord, 10th lvl 10 9d12+2* +4
790000 Jotun Warlord, 11th lvl 11 9d12+4* +4
*Hit point modifiers from constitution are ignored
Jotun Juggernaut Attack and Saving Throws  
Level Petrification & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Attack Throw
1 11+ 10+ 13+ 12+ 13+ 10+
2-3 10+ 9+ 12+ 11+ 12+ 9+/8+
4 9+ 8+ 11+ 10+ 11+ 7+
5-6 8+ 7+ 10+ 9+ 10+ 6+/5+
7 7+ 6+ 9+ 8+ 9+ 4+
8-9 6+ 5+ 8+ 7+ 8+ 3+
10 5+ 4+ 7+ 6+ 7+ 2+
11 4+ 3+ 6+ 5+ 6+ 2+

Jotun Juggernaut Proficiency List: Acrobatics, Alertness, Ambushing, Animal Training, Beast Friendship,  Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, incapacitate, knock down, overrun, sunder), Command, Dungeon Bashing, Endurance, Fighting Style, Gambling, Intimidation, Kin-Slaying*, Manual of Arms, Precise Shooting, Running, Skirmishing, Survival, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus


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