From the Ashes of The Great Convergence
OK, so I wanted to have a tank in a fantasy game… More to the point, I wanted to finally create a viable class that could have a tank as a class-feature, still remain balanced, and not become useless outside of their vehicle. Rather than creating a new core class, I decided that it would be better to simply use the Prestige Class system for what it’s for: Creating unique niches that the core classes cannot quite capture! I wanted a sort of Steampunk era/ Early tank Development flavor to it, so the juggernaught is a being of Mad Science and twisted Arcane Power that has precedent in ancient legend. Why juggernaught and not tank? The term ‘Tank’ was a bit of obfuscation on the part of the British government to disguise the Armored vehicle project from espionage. In our fantasy world this is less of a problem, and I believe in my heart that if the Brits had not needed an innocuous name like ‘tank’ for security reasons, Juggernaught would have been a top pick! :D
Juggernaught Mark I was inspired by Bonaparte from Tank Police, the german pzIb, the French Renault, and the Metal Slug from the game of the same name. This little fellow acts and moves more like an animal than a vehicle. It is seen zipping up and down stairs, jumping to dodge incoming fire, and seems to lean and swerve like a living thing. The Quadra-Tread design may have something to do with this…
Juggernaught Mark II was inspired by a tank we all know and love – The UNSC Scorpion from Halo Reach! It has an on-board AI that does most of the work, an easy to use main-cannon, and a secondary crew position for an ally to help out. Though you are much tougher in a scorpion, the crew can still be killed by well-placed sniper rounds, and other mayhem, leaving the vehicle intact.
A concept tank is the inspiration for the Juggernaught Mark III. It is a continuation of the evolution of the Quadra-Tread design; and features a High Velocity, long-Barrel Cannon, advanced AI, and 3 Human Crew Positions in the turret.To wrap it all up we use the tried-and-true Animal Companion class, but apply it to a Construct rather than an animal. By using all off-the-shelf abilities and rule-sets, this class functions with little fear of imbalance.
The Iron Cavalier:For the Hobgoblins of Tior’ted, there are two avenues to power: Martial Prowess, and the mastery of Technology. These two paths meet in the Iron Cavalier. By using the power of arcane science to transfer the spirit of their loyal mount into a mighty frame of wood and steel, these proud cavaliers create living war machines of unparralelled power called Juggernaughts. As they rebuild and modify their mechanical juggernaughts, they add extra crew positions, more armor, and larger cannons to create mobile fortresses that dominate the battlefield.
Role: Iron Cavaliers use their unique mounts to smash through enemy defenses so that their allies can follow through the breach, using their mounted banners to inspire their forces on the road to victory. When dismounted they act as capable second-line fighters and area controllers.
Allignment: Iron Cavaliers can be of any allignment, but most tend towards Lawful due to the dicipline nessesary to work as a unit, plan strategies, and control their Juggernaughts.
Hit Dice: d8
Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +1 +1 +0 Bomb + 1d6, Juggernaught, Fire Control, Commander, Rolling Thunder.
2nd +1 +1 +1 +1 Enhanced Munitions
3rd +2 +2 +2 +1 Bomb + 1d6
4th +3 +2 +2 +1 Enhanced Munitions
5th +3 +3 +3 +2 Bomb + 1d6, Juggernaught mkII, Mounted Banner.
6th +4 +3 +3 +2 Enhanced Munitions
7th +5 +4 +4 +2 Bomb + 1d6
8th +6 +4 +4 +3 Enhanced Munitions
9th +6 +5 +5 +3 Bomb + 1d6, Juggernaught mkIII, Greater Mounted Banner.
10th +7 +5 +5 +3 Enhanced Munitions, AP Round.
To qualify to become an Iron Cavalier, a character must
fulfill all the following criteria.
Class Abilities: Bomb 2d6, Discovery (Explosive Bomb), Cavalier’s Charge.
Skills: Craft (Construct) 5 Ranks, Knowledge (Engineering) 5 Ranks, Ride 5 Ranks.
Feats: Mounted Combat, Trample, WGP (Firearms)
The Iron Cavalier’s class skills are Climb (Str), Craft (any)
(Int), Disable Device (Dex), Handle Animal (Cha), Intimidate
(Cha), Knowledge (Engineering) (Int), Perception (Wis),
Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis),
Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
All of the following are class features of the Iron Cavalier prestige class:
Weapon and Armor Proficiency: Iron Cavaliers gain WGP (Siege Weapons) which is required to operate their Juggernaught’s Cannon. They also maintain their proficiencies from the Cavalier and Alchemist Classes.
Bomb (Su): All Iron Cavalier Levels Stack with his alchemist levels to determine the effects of his bombs!
In addition to magical extracts, Iron Cavaliers
are adept at swiftly mixing various volatile chemicals
and infusing them with their magical reserves to create
powerful bombs that they can hurl at their enemies. An
Iron Cavalier can use a number of bombs each day equal
to his Class level x 2 + his Alchemist level + his Intelligence modifier. Bombs
are unstable, and if not used in the round they are
created, they degrade and become inert—their method
of creation prevents large volumes of explosive material
from being created and stored. In order to create a
bomb, the Iron Cavalier must use a small vial containing
an ounce of liquid catalyst—the alchemist can create
this liquid catalyst from small amounts of chemicals
from an alchemy lab, and these supplies can be readily
refilled in the same manner as a spellcaster’s component
pouch. Most Iron Cavaliers create a number of catalyst vials
at the start of the day equal to the total number of bombs
they can create in that day—once created, a catalyst vial
remains usable by the alchemist for years.
Creating and throwing a bomb requires a standard
action that provokes an attack of opportunity. Thrown
bombs have a range of 20 feet and use the Throw Splash
Weapon special attack (see page 202 of the Pathfinder
RPG Core Rulebook). Bombs are considered weapons
and can be selected using feats such as Point-Blank
Shot and Weapon Focus. On a direct hit, an Iron Cavalier’s
bomb inf licts 1d6 points of f ire damage + additional
damage equal to the alchemist’s Intelligence modif ier.
The damage of an Iron Cavalier’s bomb increases by 1d6
points at every odd-numbered Iron Cavalier level (this
bonus damage is not multiplied on a critical hit or by
using feats such as Vital Strike). Splash damage from an
Iron Cavalier bomb is always equal to the bomb’s minimum
damage (so if the bomb would deal 2d6+4 points of f ire
damage on a direct hit, its splash damage would be 6
points of f ire damage). Those caught in the splash
damage can attempt a Ref lex save for half damage. The
DC of this save is equal to 10 + 1/2 the Iron Cavalier + 1/2 Alchemist level +
the Iron Cavalier’s Intelligence modif ier.
Iron Cavaliers can learn new types of bombs as discoveries
(see the Discovery ability) as they level up. An Iron Cavalier’s
bomb, like an extract, becomes inert if used or carried by
Juggernaught (Ex): A cavalier gains the service of a loyal and
trusty steed to carry him into battle. This mount functions
as a druid’s animal companion, using the cavalier’s level as
his effective druid level. The Iron Cavalier MUST use the Juggernaught (Below).
A cavalier’s bond with his mount is strong, with the
pair learning to anticipate each other’s moods and moves.
Should a Iron Cavalier’s mount die, the cavalier may Construct
another mount to serve him after 1 week of mourning
through a specialized ritual that costs 200 gp per the Mount’s
level. The ritual takes 8 hours to complete..
This new mount does not gain the link, evasion, devotion,
or improved evasion special abilities until the next time
the Iron Cavalier gains a character level.
Starting Statistics: Size Large; Speed 40 ft.;
AC 1 cl for Dispel Bombs, etc.).
Crew Position (Ex) The Iron cavalier may ride within his mount’s armored frame, which provides him with Improved Cover against melee and ranged attacks as normal, (+8 to AC) however he does not gain Improved evasion, due to the fact that the inside of the Juggernaught leaves him no room to avoid a blast coming through his vision slit… Any attack that hits the crew directly bypasses the Juggernaught’s DR.
Construct Traits: A construct possesses the following traits (unless
otherwise noted in a creature’s entry).
• No Constitution score. Any DCs or other statistics that rely
on a Constitution score treat a construct as having a score
of 10 (no bonus or penalty).
• Low-light vision.
• Darkvision 60 feet.
• Immunity to all mind-affecting effects (charms,
compulsions, morale effects, patterns, and phantasms).
• Immunity to disease, death effects, necromancy effects,
paralysis, poison, sleep effects, and stunning.
• Cannot heal damage on its own, but often can be repaired
via exposure to a certain kind of effect (see the creature’s
description for details) or through the use of the Craft
Construct feat. Constructs can also be healed through
spells such as make whole. A construct with the fast healing
special quality still benefits from that quality.
• Not subject to ability damage, ability drain, fatigue,
exhaustion, energy drain, or nonlethal damage.
• Immunity to any effect that requires a Fortitude save (unless
the effect also works on objects, or is harmless).
• Not at risk of death from massive damage. Immediately
destroyed when reduced to 0 hit points or less.
• A construct cannot be raised or resurrected.
• A construct is hard to destroy, and gains bonus hit points
based on size. (Already Factored)
• Proficient with its natural weapons only, unless generally
humanoid in form, in which case proficient with any
weapon mentioned in its entry.
• Proficient with no armor.
• Constructs do not breathe, eat, or sleep.
5th-Level mkII Adv.: Size Huge;
AC 2 cl for Dispel Bombs, etc.). These benefits replace those from Snub Nosed Cannon. (above)
Secondary Crew Position (Ex) One extra rider may fit inside the Juggernaught’s Armor, gaining the same cover bonus against Ranged and Melee attacks as the iron Cavalier.
9th-Level mkIII Adv.:
Size: Gargantuan; Str 3 cl for Dispel Bombs, etc.). These benefits replace those from Long Barreled Cannon. (above).
Tertiary Crew Position (Ex) One extra rider may fit inside the Juggernaught’s Armor, gaining the same cover bonus against Ranged and Melee attacks as the iron Cavalier.
Fire Control (Su): The Iron Cavalier may add his Intellegence Bonus in addition to his Dex bonus when firing his Juggernaught’s Cannon, Siege Weapons, and his Bombs. Iron Cavalier levels stack with levels in Alchemist to determine the effects of Bombs (Such as Dispel Bombs) and Extracts; but no new Extracts/ Day are learned.
Commander (Su): The Iron Cavalier may add his class level to his Cavalier level to determine the duration of the Tactician ability. Allies retain the
use of this bonus feat for 3 rounds plus 1 round
for every two levels the cavalier possesses. Allies do not
need to meet the prerequisites of these bonus feats.
The cavalier can use this ability once per day at
1st level, plus one additional time per day at combined 5th
level and for every combined 5 levels thereafter.
Rolling Thunder (Ex): An Iron Cavalier may apply his combat feats to his Mount’s Gore and/or Tread attack, allowing the use of Spirited Charge, Trample, Etc.
Enhanced Munitions (Su): The Iron Cavalier may select a Bomb Discovery from the Alchemist Class List.
Mounted Banner (Ex): The Iron Cavalier’s banner becomes a
symbol of inspiration to his allies and companions. As long
as the cavalier’s banner is clearly visible, all allies within
60 feet receive a +2 morale bonus on saving throws against
fear and a +1 morale bonus on attack rolls made as part of a
charge. At 10th level, and every five levels thereafter, these
bonuses increase by +1. The banner must be at least Small
or larger and must be carried or displayed by the cavalier
or his mount to function. The Iron Cavalier may add his class level to any levels of Cavalier to determine the effects of this banner. The Banner may be mounted on his Juggernaught.
Greater Mounted Banner (Ex): At 9th level, the cavalier’s banner
becomes a rallying call to his allies. All allies within 60
feet receive a +2 morale bonus on saving throws against
charm and compulsion spells and effects. In addition, while
his banner is displayed, the cavalier can spend a standard
action to wave the banner through the air, granting all allies
within 60 feet an additional saving throw against any one
spell or effect that is targeting them. This save is made at
the original DC. Spells and effects that do not allow saving
throws are unaffected by this ability. An ally cannot benefit
from this ability more than once per day. The Banner may be mounted on his Juggernaught.
AP Rounds (Su): The Iron Cavalier may create an Adamantium Penetrator for his bombs 1 + Int Mod/ Day. This allows the augmented bomb to ignore up to 20 points of DR or Hardness on a direct hit! The Bomb counts as Adamantium for the purpose of overcoming DR as well…