Playtesting and Comments Mathieu Brossard, Jean-Franois Desrosiers, tienne Godin, Lee Hammock, Carl Joly, Frdric Tremblay
Thanks to Our friend Louis Porter, Jr. at Devils Workshop for distributing this product
Stphane Richard for his friendship, dedication, and hard work, as well as for the beautiful Paragon and Warriors of the Wild logos
Our good friends and playtesters, whose comments and suggestions were invaluable
Our wonderful wives, for their love and support
Mattieu Bgin is a doctor in biology turned professional video game designer. He has been DMing tirelessly for the past 20 year and never seems to get enough D&D. Several of his original, long-lasting campaigns have become legendary among his friends. He and his wife Angela live in the heart of Montreals cultural center. Richard Farrese is a full-time freelance writer, translator, and game designer. His RPG credits include Legend of the Five Rings and World of Warcraft books, The Worlds Largest Dungeon, as well as numerous articles published in magazines such as Dragon. He lives with his wife Jenifer in a small town near Montreal.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Dungeons & Dragons, Player's Handbook, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. This edition of Warriors of the Wild: Juggernaut is produced under version 1.0a of the Open Game License, version 6.0 of the d20 System Trademark License, version 5 of the d20 System Trademark Guide, and the System Reference Document by permission from Wizards of the Coast, Inc. Subsequent editions will incorporate final versions of the license, guide and document.
Warriors of the Wild: Juggernaut by Mattieu Bgin and Richard Farrese, Copyright 2008. All rights reserved.
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JUGGERNAUT
Primitive people often welcome benevolent animal spirits of all sorts into their communities. When war and conflicts are on the horizon, the veneration of wise, enterprising, or fecund animal spirits has to be pushed aside to make room for the more warlike entities. It is during such times that the people of the savanna call upon warriors who have mastered the way of the rhinoceros, when those living in mountainous regions summon heroes infused with the spirit of the ram, and when forest folks call forth the help of combatants imbued with the essence of the wild boar. These mighty warriors, called juggernauts, share an uncompromising desire to run through anything standing in their way, and they possess both the mental and physical strength to do so.
2008, Jason Antaya Juggernauts are often simple people. Although most city dwellers would imagine them to be aggressive or rude individuals, juggernauts are better described by the term determined. When a juggernaut sets his mind on a task, he does it well, never looks back, and refuses to let anyone or anything stand in his way. This mentality is something that many employers look for. For this reason, juggernauts are frequently hired as enforcers or as part of an armys special strike force. Juggernauts are respected and admired wherever they go, but fear of an uncontrolled outburst deters many people from getting close to them. Some juggernauts do not like being told what to do and therefore join adventuring parties where moral and hierarchical constraints are often lax. In combat, juggernauts are effective at holding the front line but are at their best when they can move around the battlefield, plowing through anyone standing in their way. Their sheer mental and physical strength allows them to move past any type of obstacle as well as resist most magical assaults. Their stubbornness and uncompromising personality can be hard to deal with for fellow adventurersand some party split-ups occur for that reasonbut most juggernauts understand the necessity for teamwork and friendship. Juggernauts often start their careers with a mix of fighter and barbarian levels. The fighters bonus feats are useful for fulfilling this prestige class entrance requirements and complementing its fighting style, while the barbarians mobility and rage mesh well with the juggernauts profile. Paladins, monks, and rangers who take a few levels of juggernaut are not unheard of either. Hit Dice: d12.
Requirements To become a juggernaut, a character must fulfill all the following requirements: Base Attack Bonus: +6. Feats: Improved Bull Rush, Improved Overrun, Iron Will, Power Attack.
Class Skills The juggernauts class skills (and the key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Warriors of the Wild: Juggernaut 1
Class Features All the following are class features of the juggernaut prestige class: Weapon and Armor Proficiency: A juggernaut gains no proficiency with any weapon or armor. Determined Charge (Ex): A juggernaut is not one to be stopped by simple obstacles. He can simply charge in situations where others cannot. A juggernaut may charge over difficult terrain or obstacles that slow down movement, or through allies blocking his path, as long as he can end his charge on an unoccupied square. He can also charge even if all but one line from his starting square to the ending space passes through an obstacle that blocks movement (such as the corner of a wall). Pushing Past Nuisances (Ex): A juggernaut does not really care that an opponent blocks his path: he just goes through it without even slowing down. For a juggernaut, making an overrun attempt is a free action within a move action. He can overrun once per move action in each round. For example, he could overrun twice in a round if he moved twice, or he could overrun once during his movement and then make an attack with the following standard action. Additionally, a juggernaut may attempt a single overrun as a free action as part of a charge, either on an opponent blocking the way to the target of the charge (as long as he can attack the target of his charge from an unoccupied square) or on the target of the charge. For an overrun attempted on the target of a charge, the attack at the end of a charge must be successful, after which the overrun attempt is resolved. For a juggernaut, the move action within which he overruns and the move or charge action leading to a bull rush do not provoke any attack of opportunity from the target of these actions. For example, a juggernaut moving toward an opponent with reach to perform a bull rush or moving away from an opponent that he just overran does not provoke attacks of opportunity from it. Savage Assault (Ex): A charging juggernaut uses his momentum to deal heavy damage to his foe. Beginning at 2nd level, he gains a bonus on damage rolls equal to his juggernaut level when performing a charge. Momentum (Ex): When he reaches 3rd level, a juggernaut becomes very hard to stop physically. He is treated as being one size category larger for the purpose of resolving an overrun or bull rush attempt, as well as breaking open doors or similar obstacles that can be run through. At 8th level, he is treated as being two size categories larger. Diehard (Ex): A juggernauts determination in the face of death is impressive to behold. By 4th level, he gains Diehard as a bonus feat, without having to meet the prerequisites. Strong as a Horse (Ex): A juggernaut is not encumbered by heavy equipment. When he reaches 5th level, his base speed is not reduced by medium or heavy armor, nor by medium or heavy loads. Additionally he does not incur any armor check penalty on his skill checks when wearing armor and shield, or when carrying heavy equipment. This ability does not allow a juggernaut to carry more than his maximum load. Fearless (Su): The boldness of a juggernaut knows no bounds. At 6th level, the juggernaut is completely immune to fear (magical or otherwise). Unshakable Resolve (Ex): Beginning at 7th level, a juggernaut does not die when his hit point total reaches 10, but rather when it reaches a number of negative hit points equal to his Constitution score. For instance, a juggernaut with a Constitution score of 15 would die when his hit point total falls to 15 or below. A juggernaut with a Constitution score below 10 dies, like any other character, when his total hit point reaches 10. Unstoppable Force (Su): A juggernaut is so supernaturally stubborn that no one can make him shy away from a situation. Upon attaining 9th level, the juggernaut cannot be magically held or immobilized. Moreover, spells that slow or hinder movement are ineffective against him. Opportunistic Trampler (Ex): When he reaches 10th level, a juggernaut learns how to strike opportunistically at opponents he runs through. Whenever he succeeds on an overrun or bull rush attempt, a juggernaut immediately gets one extra melee attack at his highest attack bonus against the target of his action. This ability does not apply to an overrun that is made on the target of a charge (see pushing past nuisances).
Designers Notes The source of inspiration for this class is probably obvious to anyone who reads super hero comic books. We wanted to create a class with the ability to run through things like a freight train, completely fearless and unstoppable. A second major design decision was to make overrun a viable and interesting option. The main limitation for characters who like to charge or overrun is that there are not that many opportunities in a typical fight to perform such actions, and this is often because of all kinds of movement limitations. We therefore set to fix this problem for the juggernaut.
Warriors of the Wild: Juggernaut 2
THE JUGGERNAUT ADVANCEMENT TABLE
Level Base Attack Bonus Fortitude Save Reflex Save Will Save
DUBRIN RAMHEAD CR 9 (when raging) Male dwarf barbarian 4/fighter 2/juggernaut 3 CE Medium humanoid Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 Languages Common, Dwarven AC 19, touch 9, flat-footed 18; +4 dodge bonus against giants, Dodge, Mobility, uncanny dodge (+1 Dex, +6 armor, +3 shield, +1 natural, 2 rage) hp 107 (9 HD) Fort +17, Ref +3, Will +7; +2 bonus against poison, spells, and spell-like abilities Speed 30 ft. (6 squares) Melee +1 dwarven waraxe +16/+11 (1d10+7/x3) or Ranged mwk throwing axe +11 (1d6+6) Base Atk +9; Grp +15 Atk Options +1 bonus on attack rolls against orcs and goblinoids, Improved Bull Rush +14, charge (+3 damage), Improved Overrun +14, Power Attack, rage 2/day Combat Gear bead of force, potion of enlarge person (4) Abilities Str 22, Dex 13, Con 20, Int 10, Wis 12, Cha 8 SQ determined charge, dwarven weapon familiarity, fast movement, momentum (+1 size category), pushing past nuisances, savage assault, stability, stonecunning, trap sense +1 Feats Dodge, Improved Bull Rush, Improved Overrun, Iron Will, Mobility, Power Attack Skills Climb +13, Intimidate +10, Jump +14, Listen +8 Possessions combat gear, +1 breastplate, +1 heavy steel shield, +1 dwarven waraxe, masterwork warhammer, three masterwork throwing axes, amulet of natural armor +1, gauntlets of ogre power, 150 gp When raging and under the effect of enlarge person, Dubrin Ramhead has the following changed statistics: Large humanoid Init +0 AC 17, touch 7, flat-footed 17 (+6 armor, +3 shield, +1 natural, 1 size , 2 rage) Ref +2 Melee +1 dwarven waraxe +16/+11 (2d8+8/x3) or Ranged throwing axe +9 (1d6+7) Space 10ft.; Reach 10 ft. Grp +20 Atk Options Improved Bull Rush +19, Improved Overrun +19 Abilities Str 24, Dex 11 Skills Climb +14, Jump +15 When not raging, Dubrin Ramhead has the following changed statistics: AC 21, touch 11, flat-footed 20 (+1 Dex, +6 armor, +3 shield, +1 natural) hp 89 Fort +15, Will +5 Melee +1 dwarven waraxe +14/+9 (1d10+5/x3) or Ranged mwk throwing axe +11 (1d6+4) Grp +13 Atk Options Improved Bull Rush +12, Improved Overrun +12 Abilities Str 18, Con 16 Skills Appraise +0 (+2 against stone or metal items), Climb +11, Intimidate +10, Craft +0 (+2 against stone or metal items), Jump +12, Listen +8 Determined Charge (Ex): Dubrin Ramhead may charge over difficult terrain or obstacles that slow down movement, or through allies blocking his path, as long as he can end his charge on an unoccupied square. He can also charge even if all but one line from his starting square to the ending space passes through an obstacle that blocks movement (such as the corner of a wall). Pushing Past Nuisances (Ex): For Dubrin Ramhead, making an overrun attempt is a free action within a move action. He can overrun once per move action in each round. Additionally, he may attempt a single overrun as a free action as part of a charge, either on an opponent blocking the way to the target of the charge (as long as he can attack the target of his charge from an unoccupied square) or on the target of the charge. For an overrun to be attempted on the target of a charge, the attack at the end of a charge must be successful, after which the overrun attempt is resolved. For Dubrin Ramhead, the move action within which he overruns and the move or charge action leading to a bull rush do not provoke any attack of opportunity from the target of these actions. Savage Assault (Ex): When charging, Dubrin Ramhead gains a +3 bonus on damage rolls.
Warriors of the Wild: Juggernaut 4
HARUVOS, BULL OF LEGEND CR 13 Male minotaur fighter 1/juggernaut 8 N Large monstrous humanoid Init +1; Senses darkvision 60 ft., scent; Listen +7, Spot +7 Languages Common, Giant AC 27, touch 12, flat-footed ; natural cunning (+1 Dex, +10 armor, +5 natural, 1 size, +2 deflection) hp 148 (15 HD); Diehard, unshakable resolve (18) Immune fear, maze Fort +14, Ref +8, Will +8 Speed 30 ft. (6 squares) Melee +2 greataxe +27/+24/+17 (3d6+17/19-20/x3) and gore +19 (1d8 +5) or Ranged mwk trident +16 (2d6+10) Space 10 ft.; Reach 10 ft. Base Atk +15; Grp +29 Atk Options Improved Bull Rush +26, Cleave, charge (+8 damage, gore [4d6+23]), Improved Overrun +26, Power Attack Combat Gear potion of cure serious wounds (2) Abilities Str 30, Dex 13, Con 18, Int 8, Wis 8, Cha 8 SQ determined charge, fearless, momentum (+2 size category), powerful charge, pushing past nuisances, savage assault, strong as a horse Feats Cleave, Diehard, Improved Bull Rush, Improved Critical (greataxe), Improved Overrun, Iron Will, Power Attack, Weapon Focus (greataxe) Skills Climb +12, Intimidate +4, Jump +12, Listen +7, Search +4, Spot +7 Possessions combat gear, +2 full plate, +2 greataxe, masterwork short sword, two masterwork tridents, belt of giant strength +4, ring of protection +2, 200 gp Determined Charge (Ex): Haruvos may charge over difficult terrain or obstacles that slow down movement, or through allies blocking his path, as long as he can end his charge on an unoccupied square. He can also charge even if all but one line from his starting square to the ending space passes through an obstacle that blocks movement (such as the corner of a wall). Natural Cunning (Ex): This ability gives Haruvos immunity to maze spells, prevents him from ever becoming lost, and enables him to track enemies. Further, he is never caught flat- footed. Powerful Charge (Ex): In addition to the normal benefits and hazards of a charge, this ability allows Haruvos to make a single gore attack that deals 4d6+23 points of damage (this includes the bonus from savage assault). Pushing Past Nuisances (Ex): For Haruvos, making an overrun attempt is a free action within a move action. He can overrun once per move action in each round. Additionally, he may attempt a single overrun as a free action as part of a charge, either on an opponent blocking the way to the target of the charge (as long as he can attack the target of his charge from an unoccupied square) or on the target of the charge. For an overrun to be attempted on the target of a charge, the attack at the end of a charge must be successful, after which the overrun attempt is resolved. For Haruvos, the move action within which he overruns and the move or charge action leading to a bull rush do not provoke any attack of opportunity from the target of these actions. Savage Assault (Ex): When charging, Haruvos gains a +8 bonus on damage rolls. Unshakable Resolve (Ex): Haruvos does not die when his hit point total reaches 10, but rather when it reaches 18.
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