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| Realms of Chaos01-03-07, 04:45 PM | Skip below if you want to see the class first. Since I've gotten here, read the old compilations of base and prestige classes, blah,blah,blah, I've noticed that there are at least 5 or 6 classes known as a "juggernaut", one of which is quite recent. The thing is, nobody can quite agree what a "juggernaut" should be. Here is a basic list of concepts of what a Juggernaut should be. A juggernaut should be a tank. A juggernaut should be able to overrun foes. A juggernaut should be able to bulrush foes. A juggernaut should grow bigger. A juggernaut should be pretty attached to their armor. A juggernaut should scare people (intimidate, aura of fear, etc). I made a class that has all of this. A universal "Jugernaut" class. I am well aware that it is overpowered at some points and want to here some suggestions on how to make it better. Hit Die: d12 Level B.A.B. Fort. Ref. Will Special Iron Vigor Juggernaut’s Charge (per encounter) 1 +1 +2 +0 +0 Juggernaut’s Charge, - 2 Intimidating Figure 2 +2 +3 +0 +0 Combat Style, Iron 1 2 Vigor 3 +3 +3 +1 +1 Fend Off 1 2 4 +4 +4 +1 +1 Juggernaut’s Fury 2 3 5 +5 +4 +1 +1 Pass Inertia 2 3 6 +6 +5 +2 +2 Mettle 3 3 7 +7 +5 +2 +2 Improved Fend Off 3 3 8 +8 +6 +2 +2 Improved Combat 4 4 Style 9 +9 +6 +3 +3 Wavering Charge 4 4 10 +10 +7 +3 +3 Diehard 5 4 11 +11 +7 +3 +3 Aura of Fear 5 4 12 +12 +8 +4 +4 Greater Combat 6 5 Style 13 +13 +8 +4 +4 Create Opening 6 5 14 +14 +9 +4 +4 Improved Mettle 7 5 15 +15 +9 +5 +5 Adamantine Skin 7 5 16 +16 +10 +5 +5 Superior Combat 8 6 Style 17 +17 +10 +5 +5 Stand Tough 8 6 18 +18 +11 +6 +6 Juggernaut’s Assault 9 6 19 +19 +11 +6 +6 Disregard Death 9 6 20 +20 +12 +6 +6 Living Mountain 10 7 Skills: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), Swim (Str), and Tumble (Dex) Skill points per level: 2+intelligence modifier. Skill points at 1st level: (2+intelligence modifier)x4 Special Abilities Weapon and Armor Proficiencies: a Juggernaut is proficient with all simple weapons and a single martial weapon of their choice, as well as with light, medium, and heavy armor Juggernaut’s Charge: A Juggernaut’s most famous ability is that to make a charge of unparalleled power. 2 times per encounter, plus one additional time per four 4 Juggernaut levels possessed, a Juggernaut may make one of their infamous Juggernaut Charges. First off, any penalty to speed from armor is turned into a bonus for the duration of the charge. Secondly, the Juggernaut along with their weapons and armor are doubled in all dimensions and their weight is multiplided by eight, in effect increasing their size category by one size. This ability stacks with other abilities that increase the Juggernaut’s size (although other effects still don’t stack with each other.) This ability can only be used if there is enough room to expand. This expansion grants a +4 bonus to strength, a –2 penalty to A.C. for 1 round, their reach incrases to 10 feet (assuming that they were a medium creature), they gain a +4 bonus on bulrush and overrun checks, and their weapon’s damage increases appropriately. This ability can only be used in an encounter, can not be used for charging inanimate objects, and can only be used if the Juggernaut is wearing heavy armor. At the end of any encounter in which this ability is used, the Juggernaut becomes fatigued. Intimidating Figure: A Juggernaut is a very imposing figure, adept at intimidation. First, the Juggernaut utilizes their strength modifier or charisma modifier for intimidate checks (whichever is higher). Secondly, as long as the Juggernaut is in a position from which they can charge a foe, they can make an intimidate check against that foe as a swift action. Lastly, any foe that the Juggernaut hits with their Juggernaut’s Charge is treated as having 2 fewer HD (to a minimum of 1hd, unless they had fewer to start with) for the purposes of intimidate checks. Combat Style: Starting at 2nd level, a Juggernaut chooses to either specialize in running enemies over or knocking them back. If the Juggernaut chooses the overrun path, they gain improved overrun as a bonus feat. If the Juggernaut chooses the bulrush path, they gain improved bulrush as a bonus feat. Iron Vigor: Starting at 2nd level, a Juggernaut acquires a good heartiness that helps them survive out in the world. First off, the Juggernaut can sleep in any kind of armor without penalty. Secondly, when they gain a class level and roll their hit dice, if the number rolled is less than or equal to the indicated number, they may either reroll that hit dice (they only get one reroll, even if the new result is also equal to or less than the indicated number) or treat the result as the indicated number. Fend Off: Starting at 3rd level, a Juggernaut gains the ability to, through subtle movements, protect themselves before they even know that they are under attack. Whenever a Juggernaut in heavy would lose their dexterity modifier to their AC (as long as they are conscious and mobile), they gain DR 1/-. The value of this damage reduction increases by 1 every 3 levels afterwards. Juggernaut’s Fury: At 4th level, a Juggernaut gains the ability to turn their Juggernaut’s Charge into a short rage. When the Juggernaut successfully hits a foe and deals lethal damage to them using their Juggernaut’s Charge ability, they may enter this state. In this state, they remain enlarged after the charge. The charge’s benefits are replaced with the benefits below. The Juggernaut gains a +4 bonus to strength and constitution as well as a +4 bonus to their natural armor but they become clumsier, resulting with a –2 penalty to attack rolls and to AC. This ability stacks with other abilities that increase the Juggernaut’s size category, including their Juggernaut’s charge ability (but other effects still don’t stack with each other). The increase in Constitution increases the Juggernaut’s hit points by 2 points per level (These extra hit points are not lost first the way temporary hit points are). While in a Juggernaut’s Fury, a Juggernaut cannot attack for non-lethal damage, use any Charisma-, Dexterity-, or Intelligence-based skill checks (except for Balance, Escape Artist, and Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. He can use any feat except Combat Expertise, Item creation feats, and metamagic feats. When a Juggernaut enters a Juggernaut’s Fury, they may give up any number of their remaining uses of Juggernaut’s charge for that encounter. The duration of this ability equals (1+the number of uses given up)x the juggernaut’s (newly modified) constitution modifier. The Juggernaut’s Fury can be ended prematurely. At the end of any encounter in which a Juggernaut enters a Juggernaut’s Fury, they become exhausted. Pass Inertia: At 5th level, a Juggernaut learns how to pass along inertia through attacks. Whenever a Juggernaut successfully hits a foe with a successful charge attack, they may immediately take a 5-foot step forward, making a bulrush or overrun attempt against the chosen foe as a free action with a –4 penalty on any involved rolls. Mettle: At 6th level, a Juggernaut becomes resistant to magical effects that would otherwise harm them. If a Juggernaut makes a successful will or Fortitude saving throw that would normally reduce the spell’s effect, they instead negate the effect. An Unconscious or Sleeping Juggernaut does not benefit from this effect. Improved Fend off: At 7th level, a Juggernaut learns how to protect themselves from attacks coming from multiple directions. As long as they wear heavy armor and either fight defensively or take the total defense action each round, they cannot be flanked. Improved Combat Style: At 8th level, a Juggernaut gains a new ability based upon their combat style. Bulrush: 1-2 Strike: Whenever you make a successful bulrush attempt, you gain an attack of opportunity for each 5 feet that you push your opponent back, as long as you follow them. This ability does not give you extra attacks of opportunity. In addition you get a +4 bonus on bulrush attempts and can not be knocked prone on a failed attempt. Overrun Unstoppable Force: In a single round, a Juggernaut can use a single overrun attempt as part of a charge and finish the charge with an attack (against a target further away) if the attempt is successful (all of this is part of the same charge) Wavering Charge: at 9th level, a Juggernaut can make a special wavering charge. When making a Wavering Charge, a Juggenaut can make a single 90-degree turn and if the Juggernaut moves at least 80 feet before making the attack, the foe is considered flat-footed. At the end of such a charge, the Juggernaut takes a –2 penalty to their AC for 1 round. Diehard: At 10th level, a Juggernaut gains diehard as a bonus feat, even if they do not meet the prerequisites. Aura of Fear: At 11th level, a Juggernaut exudes an aura of fear. Any creature that approaches within 20 feet of the Juggernaut is shaken (no saving throw) for as long as they remain that close. Whenever a Juggernaut Charges, every foe within sight must make a will save (the dc is determined each time by a intimidate check) or become panicked for 1d4 rounds. A foe who successfully saves against this effect cannot be panicked by that Juggernaut’s aura of fear for 24 hours. Greater Combat Style: At 12th level, a Juggernaut gains a new ability based upon their combat style. Bulrush Pass Momentum: Whenever you make a successful bulrush attempt, you push the target back as far as normal without following behind them. In addition, when making a charge, a successful bulrush attempt is completely a part of your move action and each successful bulrush attempt takes away enough momentum for the Juggernaut to make a 90-degree turn and continue charging. As the bulrush attempts no longer take a standard action while charging, you can charge into a first target, bulrush them, make a 90-degree turn, bulrush another target, make another 90-degree turn, and attack a third target. Overrun Plow Through: In a single charge attempt, a Juggernaut can charge any number of creatures that their path crosses. In addition, the Juggernaut can use this ability in combination with unstoppable force. Create Opening: At 13th level, a Juggernaut learns how to shatter an enemies defenses and stance when making an overrun or bulrush attempt. Whenever a Juggernaut makes a successful overrun or bulrush attempt against a foe, that foe immediately provokes attacks of opportunity (the Juggernaut may not make such an attack of opportunity), during which time the foe is considered to be flat-footed. Improved Mettle: At 14th level, a Juggernaut’s resistance to magical effects grows. If a Juggernaut makes a successful will or Fortitude saving throw that would normally reduce the spell’s effect, they instead negate the effect. If the Juggernaut instead fails their saving throw, they take the reduced effect instead. Adamantine Skin: At 15th level, as long as the Juggernaut wears heavy armor, they have learned to protect themselves against melee weapons. Whenever a melee weapon hits the Juggernaut, it must make a dc20 fortitude save. If a manufactured weapon fails this saving throw, it crumbles into dust. If a natural weapon fails this saving throw, it is injured, taking a –2 penalty to attack and damage rolls for future attacks made within the next 24 hours. The actual attack made against the Juggernaut goes on unhindered. Superior Combat Style: At 16th level, a Juggernaut gains a new special ability based upon their combat style. Bulrush Living Missile: Whenever you use your pass momentum ability to send your opponent flying into an occupied square, you deal them 1d6 damage/ 10 feet that they travel first. If the square was occupied by another creature, that creature takes that much damage, or half that much if they succeed on a reflex save (dc10+1/2 the Juggernaut’s class level+the Juggernaut’s strength modifier) Overrun Trample: Whenever a Juggernaut makes a successful Overrun attempt, they deal 1d6/Juggernaut level damage to the target that they overrun. The Juggernaut may use this ability in combination with Unstoppable force and plow through. Stand Tough: At 17th level, whenever a Juggernaut takes damage, they can attempt to completely resist it. By making a fortitude save (dc=5+2xdamage that would be dealt), they instead take twice that amount in nonlethal damage. Juggernaut’s Assault: At 18th level, a Juggernaut making a charge gains a large number of benefits. First, they may run up to 4 times their speed as part of the charge. Next, they can make a number of 90-degree turns up to their dexterity modifier as part of the charge. Third, they can make a full attack as part of the charge as long as they move at least 10 feet between each attack. Fourth, they can make up to 4 extra attacks at their highest base attack bonus (the number of extra attacks must be chosen before the charge) but each extra attack imposes a cumulative –2 penalty on all attack rolls made that round. Lastly, they gain a +4 bonus to your ac against attacks of opportunity. Disregard Death: At 19th level, a Juggernaut gains the ability to disregard the boundaries of life and death as long as they bear heavy armor. First of all, they gain fast healing equal to ½ of their constitution modifier (if positive). Secondly, when a Juggernaut is knocked below –10 hit points, they can still function normally and don’t die. A Juggernaut can survive at –10 hit points or less for a number of rounds each month equal to their armor’s base armor bonus x their constitution modifier. The amount of rounds is based upon the first suit of heavy armor worn at the start of the new week. Living Mountain: At 20th level, a Juggernaut’s size category increases by one size. They gain a +4 size bonus to strength, a –2 size penalty to dexterity, and a –1 size penalty on attack rolls and to AC. Assuming that the Juggernaut was previously a medium creature, their space and reach are now each 10 feet. This ability stacks with other abilities that increase the Juggernaut’s size, including Juggernaut’s Charge and Juggernaut’s Fury. If the Juggernaut’s type was previously humanoid, it is now changed to giant. |
| Realms of Chaos01-03-07, 07:25 PM | In the offhand chance no one noticed. I fixed up my table so that it is now readable. |
| megageek1201-03-07, 09:50 PM | Ahemmm... Check my signature, for a real "TANK"> |
| Realms of Chaos01-03-07, 10:18 PM | Ah, but while your's may be a "tank" (even possessing an ability of the same name), the terms "tank" and "meatshield" should be able to be used interchangably, and your guy is definitely not a meatshield (your guy can't even move very much while "tanking"). In addition, going into epic levels, by level 24, the tank gets maximum hit points per level. In addition, your guy just sits there and gets wailed on, taking a little bit less damage if the opponents bother using weapons. My guy is much more protected. He is harder to harm with surprise attacks, cannot be flanked, gains mettle and (later on) improved mettle, gets diehard as a bonus feat, and gets the highly defensive stand tough, adamantine skin, and disregard death abilities. Furthermore, the entire theme of your juggernaut is high health and running in with fists (at a very slow rate). My class has no dead levels, can actually wear armor (an essential part of "tanking"), and attacks through charging, bulrushing, and overruning (and therefore moving). Some stuff I said may have proved that this class may be overpowered but I would like someone to point out what they think needs work. |
| megageek1201-04-07, 12:17 AM | Why does a tank need armor? He has his own armor from tanking. What happens to your guy when he meetes a mage? You haven't een seen V1.5 in the works! Mwhaha! I do like your class though. |
| Realms of Chaos01-04-07, 08:54 PM | Bump. |
| megageek1201-04-07, 09:07 PM | Since I like your checklist, I made it so that my class can do all that, except I'm still working on the prestige class that makes them bigger. |
| Realms of Chaos01-08-07, 11:36 PM | Bump. :D |
| Gwenfloor01-09-07, 09:14 AM | Speaking of Juggernauts, were you in any way inspired by the Warforged Juggernaut from the Eberron Campaign Setting? |
| Realms of Chaos01-09-07, 10:44 AM | Nope. Not at all. I just took every concept for juggernauts that I have ever seen on the boards and combined them. |
| LostPassWordDoesNotWork01-09-07, 06:18 PM | When the word "juggernaut" is used people think of the x-men's juggernaut. Then they make up ideas off that. Too few people actully know "juggernaut" is more than a made up name, it is a word in the english language. juggernaut (n.) Something, such as a belief or institution, that elicits blind and destructive devotion or to which people are ruthlessly sacrificed. juggernaut (n.) An overwhelming, advancing force that crushes or seems to crush everything in its path:“It doesn't assume that people need necessarily remain passive when confronted by what appears to be the juggernaut of history” (Christopher Lehmann-Haupt) juggernaut (n.) Used as a title for the Hindu deity Krishna. The word juggernaut was picked to name Cain Marko's alter ego. And juggernaut was picked to be the name of any charge related class becuse Juggernaut rams stuff. Change A juggernaut should be a tank. A juggernaut should be able to overrun foes. A juggernaut should be able to bulrush foes. A juggernaut should grow bigger. A juggernaut should be pretty attached to their armor. A juggernaut should scare people (intimidate, aura of fear, etc). To A juggernaut should overrun foes. A juggernaut should bullrush foes. Then build a class around that to make a "juggernaut" setup. Anything else and your trying to copy Juggernaut and min/max him. (confused on how many times I used the word juggernaut? Just remeber, the first letter of a name is always capitlized) This post was made just to make sure people understood that the word juggernaut does not come with a picture of a guy in red armor. |
| Realms of Chaos01-13-07, 03:13 PM | I've actually gotten most of the ideas from shadowfoot's old compendium of the board's prestige classes and base classes. I am well aware that the definition of juggernaut is an unstoppable force but I wanted to incorporate every aspect of every juggernaut that I have ever seen. Also, note that the only aspects of this class that come close to imitating juggernaut are the bulrushing and overruning. If I take out everything else, It will be an exact replica of him. Also, I kind of doubt that most of the juggernauts that I've seen are based on the X-man character as most of them actually benefit being a dwarf over being a giant (I got the giant idea from a single PrC that had them grow a couple of inches with each level). Quite the opposite, from watching the character Juggernaut, I actually beleive that the word in todays society is almost synonymous with the word dreadnaught, another class name that has been used time and time again. Currently, Juggernaut and Dreadnaught are viewed as two sides to a spectrum, with the Dreadnaughts killing people at their leisure and soaking up damage as the Juggernaut is the charging in headfirst aspect of fighting. The X-man character may have helped create this stereotype but that is all of the influence that I beleive that he could've had on this class (note that I specifically left out any unarmed abilities or abilities that damage items, the X-man character's specialties). I would require a chaotic alignment or prevent multiclassing but both of those options would serve only to imitate the X-man character further (if that is indeed what my class has unintentionally become). I am quite attached to this class and don't want to build it over from scratch or split it into multiple classes so if you have any ideas or limitations that would detract from the X-man imitation without blowing the class into smithereens. Anyone? :D |