Requirements: Attack Bonus:+6 Feats: Great Fortitude, Toughness Skills(Ranks): Knowledge (spirits or elements): 3 Special: must bind his spirit to the spirit of an earth elemental, this causes the loss of 1 DEX, this loss cannot be prevented or redirected. Hit Die: 1d12 Skill Points: 4 + Int modifier Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit direction (Wis), Jump (Str), Knowledge (spirits or elements) (Int), Listen (Wis), Ride (Dex), Swim (Str)
Class Features: Weapon and Armor Proficiency: Simple and Martial weapons, Light and Medium Armor. Toughness: The Juggernaut gains the toughness feat. Fists of Stone: Through intensive training and the repeated hitting of stones, the Juggernaut’s fists harden and eventually form a callus of stone. He can now do D6 lethal damage and counts as being armed. Skin of Rock: While being bonded with the earth elemental, the Juggernaut’s skin gradually hardens. When he reaches level four, his skin has become as hard as rock granting him a natural AC bonus of +2. On top of this, the Juggernaut’s body odor changes to that of sand and dirt. Way of the Mountain: Upon reaching level six, the Juggernaut can become unmovable and very stable. He gains a +4 stability bonus versus bull rush and trip attempts or in any other situation where stability is important (he counts as having four or more legs.) Granite Body: The bond between the earth elemental and its host becomes tighter as the Juggernaut advances in levels. By the time he reaches level eight, his body has turned almost completely to stone and he is now able to shrug of small amounts of damage. The Juggernaut gains DR: 3/- Heart of the mountain: The bonding between earth and man culminates in this final stage. The Juggernaut finally harnesses all the power of the earth and increases in size. He goes up one size category and gains the appropriate adjustments. (+8 STR, +4 CON, -2 DEX, -1 AC / ATTACK due to size, +2 natural AC) |