Wednesday, August 25, 2010

Juggernaut Paragon Paths

PARAGON PATHS

BACKBREAKER
"Hear that? That was your leg snapping. Now this next one- listen closely- this one is your spine."

_Prerequisite: Juggernaut, Linebreaker class feature

BACKBREAKER PATH FEATURES
_Ribcracking Beatdown (11th level): When you knock a creature prone, it takes damage equal to your Strength modifier.
_Bonecrushing Action (11th level): When you spend an action point to make an attack, each target you hit with that attack takes a -2 penalty to Fortitude until the end of your next turn.
_Critical Takedown (16th level): When you score a critical hit with an attack, you knock the target prone. If the attack would already knock the target prone, you can instead choose to push it 1 square.

BACKBREAKER EXPLOITS
Crunching Stomp
Encounter - Martial
Free Action - Melee touch
Trigger: You knock a creature prone with an attack
Target: The creature you knocked prone
Attack: Strength vs. Fortitude (unarmed)
Hit: 1d4 + Strength modifier damage, and until the end of your next turn the target is dazed and cannot stand up from prone.

Shattering Slams
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you gain a +1 bonus to attack rolls for unarmed attacks.

Spinesnapper
Daily- Martial, Reliable, Weapon
Standard Action - Melee touch
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you knock the target prone. Make a secondary attack against the target.
_Secondary Attack: Strength vs. Fortitude (unarmed)
_Hit: 2d4 + Strength modifier damage, and the target takes ongoing 10 damage and is weakened (save ends both).


HELEPOLIS
"Let them cower behind their walls. With enough determination, any keep can be taken."

_Prerequisite: Juggernaut, Artillery class feature

HELEPOLIS PATH FEATURES
_Dig In (11th level): Whenever you end your turn without moving, you gain a +1 bonus to AC and Reflex until the end of your next turn or until you move.
_Breaching Action (11th level): When you spend an action point to make an attack, each target you hit with the attack takes a -2 penalty to AC until the end of your next turn.
_Seige Warfare (16th level): Your ranged attacks ignore cover, but not total cover.

HELEPOLIS EXPLOITS
Rain of Boulders
Encounter - Martial, Thunder, Weapon
Standard Action - Area 1 burst within weapon range
Requirement: You must be wielding two thrown weapons.
Target: Each creature in burst
Attack: Strength vs. AC
Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier + Wisdom modfier thunder damage, and the target takes a -2 penalty to AC until the end of your next turn.

Scorn Fortifications
Daily - Martial
Minor Action - Personal
Effect: Until the end of your next turn, your ranged attacks that target AC can instead target Reflex.

Extended Siege
Daily - Martial, Stance
Minor Action - Personal
Effect: Until the stance ends, you are immobilized, gain a +2 power bonus to all defenses, and cannot be pushed, pulled, slid, or knocked prone. In addition, your ranged weapon attacks deal an additional 1[W] damage.
Special: You can end this stance as a free action during your turn.


STEEL JAW
"You call that an axe? You should have seen the one that gave me this scar! It'd make that tiny thing look like a toy."

_Prerequisite: Juggernaut, Unrelenting Assault class feature, trained in Endurance

STEEL JAW PATH FEATURES
_Enduring Determination (11th level): Add your Wisdom or Charisma modifier to your hit points and number of healing surges per day.
_Bold-Faced Action (11th level): When you spend an action point to make an attack, you can choose to mark each target of the attack until the end of your next turn. If the target was already marked, you gain a +4 bonus to the attack roll.
_Laugh at Pain (16th level): When you deal the extra damage from your Unrelenting Assault class feature, you gain temporary hit points equal to the extra damage + your Wisdom or Charisma modifier.

STEEL JAW EXPLOITS
I'm Still Standing!
Encounter - Healing, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC
_Special: If you are bloodied, you gain a +2 bonus to the attack roll.
Hit: 3[W] + Strength modifier damage. If you are bloodied, you can spend a healing surge.

Right Back At You!
At-Will - Martial
Immediate Reaction - Close burst sight
Trigger: You are hit or missed by an attack
Target: The attacking creature in burst
Effect: You mark the target until the end of your next turn. Until the mark ends, you gain a +1 bonus to attack rolls against the target.

Gallows Humor
Daily - Healing, Martial, Weapon
Standard Action - Melee or Ranged weapon
Effect: Until the end of the encounter, the damage bonus from your Unrelenting Assault class feature is increased by your Wisdom or Charisma modifier, and you gain regeneration 5 while bloodied.
Target: One creature
Attack: Strength vs. AC
_Special: If you are bloodied, you gain a +2 bonus to the attack roll.
Hit: 4[W] + Strength modifier damage


TERROR ENGINE
"Fear wins wars. Break a soldier's spirit, and you may as well have broken his back. A thousand-thousand troops mean nothing if their hearts are full of fear."

_Prerequisite: Juggernaut, trained in Intimidate

TERROR ENGINE PATH FEATURES
_Frightful Effort (11th level): When you spend an action point to make an attack and that attack hits, each enemy that can see you takes a -2 penalty to attack rolls until the end of your next turn.
_Excessive Panic (11th level): Creatures taking the penalty to attack rolls from your Rattling attacks also take a -1 penalty to saving throws.
_Feed on Fear (16th level): Your attacks deal additional damage equal to your Charisma modifier against enemies taking the penalty to attack rolls from your Rattling attacks.

TERROR ENGINE EXPLOITS
Control the Coward
Encounter - Fear, Martial, Rattling, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Hit: 2[W] + Strength modifier damage, and you slide the target 2 squares.

Damned If You Don't
Encounter - Martial
Free Action - Melee 1
Trigger: You hit an enemy with a Rattling attack
Target: The triggering enemy
Effect: You mark the target until the end of your next turn. Until the mark ends, the target grants combat advantage to you, and if the mark ends before the target hits you with an attack, it takes damage equal to 1 + your Charisma modifier, and you gain temporary hit points equal to 1 + your Charisma modifier.

Lingering Horror
Daily - Fear, Martial, Rattling, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Strength vs. Will
Hit: 4[W] + Strength modifier + Charisma modifier damage, and the target takes a -2 penalty to attack rolls, grants combat advantage to you, and takes damage equal to 5 + your Charisma modifier whenever it misses with an attack (save ends all).
Miss: Half damage, and the target grants combat advantage to you (save ends).

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