Juggernaut (3.5e Prestige Class)

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Juggernaut

You're either behind me or beneath me. You have no other place on the battlefield.
—Akthak Skullbreaker, Goliath Juggernaut, Tome of Battle

The Juggernaut is a feared force on the battlefield. They are a stand alone army, no weapons, no backup, no fear, & no holding back. He charges through enemy lines, tearing through them as he passes. The ground shakes at his coming, his presence alone can turn the tide of battle as lesser enemies flee or freeze in fear.

Becoming a Juggernaut

Nearly all Juggernauts were either Fighters or Barbarians that for one reason or another preferred to use their fists instead of manufactured weapons. Monks, Rangers, & Paladins almost never become Juggernauts. The Key Juggernaut Abilities are Strength & Constitution. Strength for melee ability & Constitution for HP & certain class features

Entry Requirements
Alignment: Any Chaotic
Base Attack Bonus: +10
Skills: Intimidate 13 ranks
Feats: Greater Heavy Armor Optimization, Heavy Armor Optimization, Improved Bull Rush, Improved Unarmed Strike, Power Attack
Table: The Juggernaut

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will Unarmed
Damage
Speed
Increase
1st +1 +2 +0 +0 Initiate, Fist of the Juggernaut 1d6 --
2nd +2 +3 +0 +0 Juggernaut's Toughness, Thick Hide, DR 3/- 1d6 --
3rd +3 +3 +1 +1 Bonus Feat, Fast Healing 2, Fist of the Juggernaut 1d6 --
4th +4 +4 +1 +1 Adept, Greater Bull Rush, Speed Increase 1d8 +10 feet
5th +5 +4 +1 +1 DR 6/- Fist of the Juggernaut 2d8 +10 feet
6th +6 +5 +2 +2 Fast Healing 4 2d8 +10 feet
7th +7 +5 +2 +2 Master, Fist of the Juggernaut 2d10 +10 feet
8th +8 +6 +2 +2 Bonus Feat, DR 9/- 2d10 +20 feet
9th +9 +6 +3 +3 Fast Healing 6, Juggernaut Rush, Fist of the Juggernaut 2d10 +20 feet
10th +10 +7 +3 +3 Bands of the Unstoppable, Juggernaut, Juggernaut Crush 3d10 +20 feet

Class Skills (2 + Int modifier per level)
Climb (Str), Intimidate (Cha), Jump (Str), & Swim (Str)

Class Features

All of the following are class features of the Juggernaut.

Weapon and Armor Proficiency: The Juggernaut loses all weapon proficiencies gained from any other classes; he may wield any weapon, but takes both the non-proficiency penalty & the improvised weapon penalty when doing so. The Juggernaut is only proficient with the heavy armor used to enter this class & loses all other armor & shield proficiencies. A Juggernaut cannot regain any proficiencies lost through any means, including multiclassing & proficiency feats.

Initiate (Ex): A Juggernaut can only wear the heavy armor used to enter this class. You may now sleep in your chosen armor without penalty. If you ever wear any other armor he loses all benefits gained from this class. As long as you wear the heavy armor you have the Greater Heavy Armor Optimization feat for, reduce armor check penalties by another 2 points (minimum 0) & increase your AC by 1. You take a penalty to all hide & move silent checks as well as all mental skill checks, except Intimidate, Craft, Spot & Listen, equal to your Juggernaut class level, you gain an equal bonus to all strength based skill checks & intimidate checks. Juggernaut levels stack with Fighter levels to determine your number of Fighter levels when qualifying for feats.

Fist of the Juggernaut (Ex): A Juggernaut loses all weapon proficiencies for becoming a master with his fists. You gain a +1 insight bonus to all unarmed attack & damage rolls. Your unarmed damage is treated as though you were a huge creature (1d6). A Juggernaut cannot wear gloves, gauntlets or handwraps. Your unarmed damage supersedes, does not stack with, any other class that increases unarmed damage (such as a monk). At each indicated level on the chart, add one additional damage dice to your unarmed damage, these bonuses stack. Your fists now have a permanent +1 enhancement bonus.

Juggernaut's Toughness (Ex): At 2nd level a Juggernaut adds their Juggernaut Class levels to their hit points per level, this bonus replaces the bonus gained from Improved Toughness. This bonus is applied to all past & future levels & the bonus increases as you gain levels in this class. At 2nd level you gain 2 HP per level instead of the 1 point gained via Improved Toughness. At 3rd level this increases to 3 HP per level, so on & so forth. This bonus does not increase after 10th level, giving a maximum of +10 hp per level. This ability does not stack with the Improved Toughness feat.

Thick Hide (Ex): Starting at 2nd level a Juggernaut's skin starts to become incredibly resilient. Your natural armor bonus increases by half your Juggernaut class levels.

Damage Reduction (Ex): A Juggernaut gains Damage Reduction as indicated on the chart. This Damage Reduction stacks with any other permanent DR /- but not with temporary forms gained through equipment, armor or spells.

Bonus Feat (Ex): At 3rd level & again at 8th level a Juggernaut gains a bonus feat from the list of Fighter Bonus Feats. You must meet all prerequisites of the feat.

Fast Healing (Ex): At 3rd level a Juggernaut gains Fast Healing 2. You automatically heal 2 points of damage at the start of your turn as long as you have at least 0 HP remaining. At 6th level your Fast Healing increases to 4 & at 9th level it increases to 6.

Adept (Ex): At 4th level a Juggernaut increases his effective size category by one. This doubles your weight, increases your unarmed damage (1d8), carrying capacity, & increases your Str score by 4 & your Con score by 2. Your physical stature lets you function in many ways as if they were one size category larger. Whenever you are 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 Juggernaut is treated as one size larger if doing so is advantageous to him. You are 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. However, his space and reach remain those of a creature of his actual size. The benefits of this class ability stack with the effects of powers, abilities, and spells that change the subject’s size category. This does not allow you to wield larger weapons. Your fists enhancement bonus increases to +2.

Greater Bull Rush (Ex): At 4th level a Juggernaut can now Bull Rush a number of targets equal to their Con Mod, provided they are all in a straight line from each other. A Juggernaut can make a single turn, up to 90 degrees, after each Bull Rush attempt. Each Bull Rush attempt is resolved separately. On a failed attempt you may still continue your Bull Rush, but provoke an attack of opportunity from the defender, on a successful Bull Rush you may choose to reduce the distance your target moves by half to knock them prone at the end of it. You now reduce the effects of difficult terrain by 5 feet when charging, running, or attempting a bull rush. As a free action, you may attempt an Intimidate check against each opponent you successfully Bull Rush, if the intimidate check is successful they are shaken for 1 round + 1 round for every 2 Juggernaut levels you possess.

Speed Increase (Ex): At 4th level a Juggernaut gets a 10 foot bonus to their base land speed. This increases by 10 feet every 4 levels thereafter.

Bonus Damage (Ex): At 5th level & every 5 levels thereafter the Juggernaut gains an extra damage dice, appropriate for his effective size. If his size category changes, his bonus damage dice also change.

Master (Ex): At 7th level a Juggernaut is nearly at the pinnacle of their power. You increase your effective size category again (As the Adept Class Feat), increasing your unarmed damage (1d10) & carrying capacity again, as well as doubling your weight & increasing your Str score by an additional 4 & increase your Con score by 2. You now have no movement restrictions from your armor, gain an additional +1 to AC, your Maximum Dex Bonus to AC is now equal to your Con Mod, reduces your armor check penalty by another 2 (minimum 0), & increases your charging, bull rush, & running multiplier by 1. Your fists enhancement bonus increases to +4.

Juggernaut Rush (Ex): At 9th level the Juggernaut can now Bull Rush or Charge through a number of opponents equal to twice their Con Mod. When Charging you may attack each enemy once at your highest attack bonus up to the maximum allowed by this ability. This attack does not get a bonus to damage from Str (though damage dice & any other damage bonuses apply), instead the target is knocked prone. When performing a successful Bull Rush, you now knock the target back by 5 feet per point of Str Mod in addition to the amount granted by the check, you do not have to move with the target. If your check beats theirs by 5 points or more, they are also knocked prone at the end of the movement. You may choose which direction to push your opponent as long as it's not behind you. As with Greater Bull Rush, after resolving each attack or Bull Rush attempt, a Juggernaut may make a single turn of up to 90 degrees.

Bands of the Unstoppable (Ex): Upon reaching 10th level, the Juggernaut can make metal bands to empower his fists. Once you reach 10th level, you create a magical pair of metal bands to wrap around your knuckles. You must make these yourself & once finished, only you can use your own bands, to anyone else, including another Juggernaut, they are nothing but non-magical pieces of metal. You must purchase 50lbs of the desired material, per fist, & fashion them for yourself during a ritual that takes 24 hours to complete & costs 50,000 gp worth of materials. Once completed the bands are permanently attuned to you, have a +1 enhancement bonus, & each band has an enchantment of your choice with a maximum effective enhancement of +3. You can have additional enchantments & enhancements added to your bands as normal for magical weapons, though they are always non-magical when not in your possession. You can never make a new set of bands. If they are lost or stolen, you automatically know the direction to them or what plane they are on (if they are not on the same plane). If they are destroyed, you can repair them with a 24 hour long ritual that costs 25,000 gp. When in your possession, the bands gain the benefit of your fast healing & damage reduction as long as they have at least 1 HP remaining.

Juggernaut (Ex): At 10th level the Juggernaut reaches the pinnacle of his power. Your fists enhancement bonus increases to +5 & are treated as Adamantine for overcoming damage reduction & bypassing the hardness of objects. Your increase your run, charge & bull rush distance multiplier by 1.

Juggernaut Crush (Ex): Once per round, a Juggernaut may make a single Juggernaut Crush attack as a full round action. This is a melee touch attack. If successful the target takes max damage (roll any additional damage such as sneak attacks, critical damage, etc) & double your Str Mod for the damage (any bonuses to attack or damage that apply to a two-handed weapon, also apply to this attack), & the target is knocked prone. Your target must make a fortitude save (DC=10 + 1/2 Character Level + Str Mod) or become nauseated for one round. In addition, the target's square & every square adjacent to it become difficult terrain, any creatures in these squares take damage equal to 1d10 + twice your Str Mod, reflex save (DC=10 + 1/2 Character Level + Str Mod) for 1/2 damage.

Table: The Epic Juggernaut
Level Special Speed Increase Unarmed Damage
11th DR 12/- +20 feet 3d10
12th Fast Healing 8 +30 feet 3d10
13th Bonus Feat +30 feet 3d10
14th Enhancement Bonus, DR 15/- +30 feet 3d10
15th Fast Healing 10 +30 feet 3d10
16th +40 feet 3d10
17th DR 18/- +40 feet 3d10
18th Bonus Feat, Fast Healing 12 +40 feet 3d10
19th Enhancement Bonus +40 feet 3d10
20th DR 21/- +50 feet 4d10

Damage Reduction (Ex): Continues to increase by 3 every 3 levels

Bonus Feats: Continues to gain a bonus feat from the list of fighter bonus feats, including epic fighter bonus feats.

Fast Healing (Ex): Continues to increase by 2 every 3 levels

Enhancement Bonus (Ex): The Juggernaut's enhancement bonus to his fists continues to increase by 1 every 5 levels (14th, 19th, etc)

Speed Increase (Ex): Continues to increase by 10 feet every 4 levels

Unarmed Damage (Ex): A Juggernaut's unarmed damage continues to improve. Every 10 levels (20th, 30th, etc) add a single damage dice to your unarmed damage.

The epic Juggernaut gains a bonus feat (selected from the list of epic Juggernaut feats) every levels after .

Epic Juggernaut Bonus Feat List:

Ex-Juggernauts

If a Juggernaut should ever become non-chaotic or wear any armor besides that which they entered this class with, they immediately & irrevocably lose all benefits derived from this class & still cannot regain any weapon, armor or shield proficiencies.

Campaign Information

Playing a Juggernaut

Combat: Front Line damage dealer/tank/meat shield

Advancement: Works best with fighter, but can also do well with any melee oriented class or prestige class

Resources: There are no Juggernaut organizations, though there may be kingdoms or wealthy nobles that employ multiple Juggernauts.

Juggernauts in the World

Seeing me coming is one thing, doing something about it is another.


NPC Reactions:

Juggernaut Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Juggernauts in the Game

Adaptation:

Sample Encounter:

EL whatever:



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