Can someone help balance the juggernaut? [Archive] - Wizards Community

Post/Author/DateTimePost
Blu Death

03-24-06, 12:28 AM
Sorry, I just need a quick fix to a potentially overbalanced class. I tried to use the Dwarven Defender as a guidline for making it. Input appreciated.

The Juggernaut
HD d12
Skills 2+int
BAB: As fighter
Saves: Fort high, Ref and Will low
Requirements:
Feats: Heavy Armor Optimization, Weapon Focus (melee weapon), Weapon Specialization (melee weapon), Power Attack, Improved Sunder, Combat Brute
BAB: +6

Lvl Special
1......Steel Body +1, Weapon Master +1, Con +1
2......Bonus Feat
3......Str +1
4......Steel Body +2, Bonus Feat
5......Damage Reduction 2/-
6......Str +1, Weapon Master +2
7......Steel Body +3
8......Bonus Feat
9......Con +1
10....Steel Body +4, Damage Reduction 4/-

Steel Body: Choose a heavy armor. When wearing his favoured armor, the Juggernaut gains an additional bonus to AC. This is +1 at lvl 1, +2 at level 4, +3 at level 7, and +4 at level 10.

Weapon Master: The juggernaut's focused and specialized weapon (choose one if he has more than one) gains an additional bonus to attack and damage. It is +1 at level 1 and +2 at level 6.

Con or Str +1: The juggernaut becomes strong and rigorous during training and gain bonuses in these stats. The bonuses do stack and have no type (i.e. they are not sacred or luck, etc.)

Bonus Feat: Choose from the fighter list

Damage Reduction: The juggernaut gains the ability to shrug off weak blows. This starts at 2/- at level 5 and increases to 4/- at level 10.

Does this class seem balanced to you? I compared it to the Dwarven Defender because I believe they are similar in a sense. Though the Dwarven Defender has to spend defensive stances for his bonuses, they start very high and he gains other abilities. Anyways, please tell me what you think!
katarl

03-25-06, 04:42 AM
Well, it has a lot of prerequisites, and that will help offset the tremendous advantages of the class, though i fear only tank-obsessed munchkins will ever use it.

Generally its not a good idea to include bonuses to ability scores in PrCs, you'd be better off adding a variant of Barbarian Rage. Maybe you could put more emphasis on the 'favoured armour' idea, perhaps linking most of the class features to that instead.

You have to have a good idea about what you're going for, this class is far too open-ended.
Blu Death

03-25-06, 12:14 PM
Thank you katari for responding. So, just to make sure I understand what your saying, should I drop some of the vague abilities in order to make the class more specific? For example, drop the 3 bonus feats and rather add in abilities that work when weilding his favored weapon or favored armor? Like maybe...

Last Stand: When the juggernaut is wearing his favored armor and weilding his favored weapon and is at 1/4 his total hp, he gains a +2 bonus to AC, Att, and Damage.

Final Breath: When the juggernaut has his favored armor and weapon and is at 1/10 total hp, he gains +6 bonus to AC, att, and Damage. In addition, the opponent who knocks the juggernaut unconcious (but does not kill him) provokes an attack of oppertunity before he becomes unconcious, with an additional +2 to hit and an additional 2d10 damage (these are not multiplied in a critical).

Thats a drop of three bonus feats for these abilities. Sounds pretty good, maybe last stand could be strengthened? A fighter with 200 hp at one fourth is at 50hp (not too bad for that ability) but a fighter at 1/10th hp is at 20. I think its pretty flavorful and does not give choice of feats and optimization.

As for the strength and con, I was looking at how the dragon diciple progresses and thought that using abilities were ok. I guess I was wrong but I don't know what to replace them with if I do.

And what do you think about the last stand and final breath compared to the three bonus feats? I know they have more flavor and less optimization of the character, since you have to take them, but what about balance wise?

Anyways,
Blu Death
TinManFan

03-25-06, 04:33 PM
Well, ditch the stat boosts and go for the "Rage"/"Defending" abilities route. Add 2 to Con and to Nat Armor for x rounds, x =ing new con mod. And as the class goes up (In other words, each time you'd be replacing one of those +1 to a stat abilities) add one to the number you add. And I like the favored armor ability. Imagin this guy w/ a dwarf w/ Interlocking Plate.
Blu Death

03-25-06, 10:21 PM
Ok, I will change the con and str boosts. Maybe some other last stand type abilities in place of them. What do you think about those two abilities anyways?