Juggernaut, Variant (3.5e Class)
From D&D Wiki
- 1 Juggernaut
- 1.1 Class Features
- 1.2 Campaign Information
- 1.3 External links
Starting Gold: 4d6 x 10 gp, (140 gp).
|1st||+1||+2||+0||+0||Rage, Horde Breaker|
|2nd||+2||+3||+0||+0||Rage Damage +1d6|
|3rd||+3||+3||+1||+1||Battle Hardened, Fast Healing|
|4th||+4||+4||+1||+1||Rage Damage +2d6|
|6th||+6/+1||+5||+2||+2||Rage Damage +3d6, Horde Breaker|
|8th||+8/+3||+6||+2||+2||Rage Damage +4d6|
|9th||+9/+4||+6||+3||+3||Great Life, Gigantic Weapon|
|10th||+10/+5||+7||+3||+3||Rage Damage +5d6|
|11th||+11/+6/+1||+7||+3||+3||Blessing of Hextor|
|12th||+12/+7/+2||+8||+4||+4||Rage Damage +6d6|
|14th||+14/+9/+4||+9||+4||+4||Rage Damage +7d6, Horde Breaker|
|16th||+16/+11/+6/+1||+10||+5||+5||Rage Damage +8d6|
|18th||+18/+13/+8/+3||+11||+6||+6||Rage Damage +9d6|
|20th||+20/+15/+10/+5||+12||+6||+6||Rage Damage +10d6|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Class Skills: The Juggernaut’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
All of the following are class features of the Juggernaut.
Weapon and Armor Proficiency: Juggernauts are proficient with simple weapons, martial weapons, light armor, medium armor and with shields.
Rage (Ex): When doing melee damage to a foe or being struck by a foe, a Juggernaut may choose to enter a Rage as an immediate action. While in rage, a Juggernaut gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class and may apply any Rage Dice he has to his melee damage rolls. In addition, he takes a –2 penalty to Armor Class, and gains DR X/- with “X” being equal to half his Juggernaut level (rounded down).
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Rage lasts until he has neither struck an enemy for three consecutive rounds nor been hit by an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action.
Horde Breaker A Juggernaut excels at fighting multiple foes. While raging the Juggernaut gains use of bonus feats.
Cleave: At first level the Juggernaut gains Cleave as a bonus feat even if he does not meet the requirements.
Great Cleave: At sixth level the Juggernaut gains Great Cleave as a bonus feat even if he does not meet the requirements.
Rolling Cleave: At fourteenth level the Juggernaut may take a 5' step before or after a cleave attempt. He may keep making 5' steps so long as there is a target to cleave.
Whirlwind: At seventeenth level the Juggernaut gains Whirlwind Attack as a bonus feat even if he does not meet the requirements.
Fast Healing (Ex): Juggernauts shrug off wounds that would cripple a lesser man, and have learned to draw upon deeper reserves of energy and stamina. At 3rd level, they gain Fast Healing with a value equal to their constitution modifier.
Rage Damage (Ex): While Raging, a Juggernaut may add these dice of damage to each of his melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. The Juggernaut need not apply these bonus dice to all attacks made in rage, but must declare his intent to deal this damage before rolling to attack.
Each time he makes an additional attack with rage dice, either through a full attack or cleave attempt the Juggernaut draws upon his stamina, straining himself. For every attack using rage dice beyond the first deals 1d6 damage to the Juggernaut. This damage ignores his damage reduction and deducts from his temporary life points first if able.
Battle Hardened (Ex): At 3rd level, a Raging Juggernaut’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, he may use his Fortitude Save in place of his Will Save. If he is under the effects of a compulsion or fear effect, he may act normally while Raging as if he was inside a protection from evil effect.
Raging Mettle Ex): At 5th level, a Raging Juggernaut gains the ability to fight with an intuitive and primal danger sense. While Raging, he may use his Fortitude Save in place of his Reflex Save.
Great Blow (Ex): At 7th level, as a standard action a Raging Juggernaut may make a single melee attack a Great Blow. Any enemy struck by the Juggernaut’s melee or thrown weapon attacks must make a Fort Save or be knocked back. No enemy can be targeted by this ability more than once a round, and the save DC for this ability is 10 + half the Juggernaut’s HD + his Constitution modifier. A target who fails their save is pushed back 5' in the direction of the attack plus an additional 5' for every 5 they failed the DC by.
This may move the target into a hostile or hazardous square and is treated as if they ended their movement in that square. This movement requires the target to make a DC 15 reflex save or provoke an attack of opportunity while moving.
Great Life (Ex): While Raging, a 9th level Juggernaut is immune to nonlethal damage, death effects, stunning, critical hits, negative levels, and ability damage (but not ability drain).
Gigantic Weapon: At 9th level the Juggernaut can wield a weapon two sizes larger than himself with two hands, suffering a -2 penalty to attack roles when doing so.
Blessing of Hextor: At 11th level the Juggernaut's gains the Blessing of Hextor. When engaged in combat the juggernaut glows with a faint blue light. Any opponent that strikes the juggernaut with melee weapons or unarmed strikes take 1d6 force damage. This apples to any combat maneuver that the opponent makes as well. When raging this damage increases to 2d6.
Additionally any movement impairing effect from spells or spell like abilities have their duration reduced to half (minimum 1 round).
Greater Rage: At 11th level, when a Juggernaut enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
Furious Strength: At 15th level the Juggernaut can forgo the normal benefits of rage for a single round of incredible strength. Furious Strength can be invoked whenever rage could be activate. Using this ability the Juggernaut gains a +20 bonus to Strength for a sing action that can last no longer than one minute. This can be used to bash down an obstacle, life and impossible weight until your friends can run safely through, or deal tremendous damage to a soe with a single attack. After this action you are fatigued for a minute and cannot enter rage while fatigued
Zen Rage (Ex): At 19th level, a Juggernaut no longer needs to be in a Rage to use any Juggernaut ability.
|22nd||Rage dice 11d6|
|24th||Rage dice 12d6|
|26th||Rage Dice 13d6|
|28th||Rage dice 14d6|
|30th||Rage dice 15d6|
6 + Int modifier skill points per level.
Bonus Feats: The epic Juggernaught gains a bonus feat (selected from the list of epic Juggernaught bonus feats) every odd level after 20th.
Epic Juggernaught Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.