Hit Die: d10
Base Attack Bonus: +6
Feats: Power Attack, Improved Bullrush, Great Cleave
Special: The character must successfully overrun or bull rush an opponent at least one size category larger than himself.
The juggernaut's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Cha), and Swim (Str).
Skill points at each level: 2 + Int modifier
|Level||BAB||Fort Save||Reflex Save||Will Save||Special|
|1st||+1||+2||+0||+0||Unstoppable Charge, Sworn Enemy of the Shadow|
|2nd||+2||+3||+0||+0||Feet of Stone|
|4th||+4||+4||+1||+1||Damage reduction 1/-|
|7th||+7||+5||+2||+2||Damage reduction 2/-|
|10th||+10||+7||+3||+3||Damage reduction 3/-, Strength of Stone|
All of the following are class features of the juggernaut prestige class.
Weapon and Armor Proficiency
Juggernauts gain no weapon or armour proficiency.
Unstoppable Charge (Ex)
When a Crab Juggernaut charges, he does so with unstoppable force. While charging, a Crab Juggernaught may make a full attack as long he moves at least 5ft between each attack. If the target you were charing is dropped and you still have available movement left, you may continue the charge in the direction you were charging. Conditions that would make a charge impossible still apply and the crab juggernaut is subject to attacks of opportunity as normal while moving.
Sworn Enemy of the Shadow (Su)
All Crab Juggernauts are highly dedicated enemies of the Shadowlands. As a sign of their unending crusade, they mark themselves (insert method as discussed with GM). The Crab Juggernaut gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures with the Shadowlands subtype. Likewise, he gets a +2 bonus on weapon damage rolls against them.
Feet of Stone (Ex)
At second level, a juggernaut gains a +4 circumstance bonus to resist being tripped, overrun, and bull rushed.
Surefooted Charge (Ex)
At third level, a crab juggernaut gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement at no penalty.
Damage Reduction (Ex)
At 4th level, a crab juggernaut gains Damage Reduction. Subtract 1 from the damage the crab juggernaut takes each time he is dealt damage from a weapon or a natural attack. At 7th level, this Damage Reduction increases to 2, and at 10th level, it increases to 3. Damage reduction can reduce damage to 0 but not below 0.
Fearsome Charge (Ex)
Whenever a crab juggernaut charges, enemies within 30ft who witness it may become shaken for ten rounds by the sheer power of the charge. An affected opponent can resist the effects with a successful Will save (DC 10 + Str Modifier + Crab Juggernaut level) and an opponent that succeeds on the saving throw is immune to the effects of Fearsome Charge for 24 hours. Opponents with more hit dice or levels than the Crab Juggernaut are unaffected by this ability. This is a mind affecting fear effect.
Absorb Blow (Ex)
The crab juggernaut can absorb a potentially lethal blow shrugging off damage from it that he otherwise would take at sixth level. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the crab juggernaut can attempt to absorb the blow and shrug off the damage. To use this ability, the crab juggernaut must attempt a Fortitude saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his absorb blow—if he is denied his Dexterity bonus to AC, he can’t use this ability.
At eight level, when a crab juggernaut charges, for each square forward he charges, he may also move one square to the left or right providing he has enough movement left to do so.
Heedless Charge (Ex)
This feature can only be used when a Crab Juggernaut makes a charge and uses the Power Attack feat and takes a penalty of -5 or more on his attack roll. In additional to normal charge modifiers (-2 penalty to AC, +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armour Class instead, up to a maximum of your base attack bonus.
Strength of Stone (Ex)
At tenth level, a crab juggernaut gains the ability to pull strength directly from the earth. Whenever a crab juggernaut is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the crab juggernaut is treated as one size larger if doing so is advantageous to him. A crab juggernaut is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A crab juggernaut can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.