Battle Juggernaut (3.5e Class)

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Author: The-Marksman (talk)
Date Created: November 2017
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In the midst of the fields of battle stands out one creature amongst the rest. A massive hulking figure who's blows knock his opponents to the waysides, and who charges across the battle field plowing and trampling over foes and then driving back yet another with ease. Every foe in range of this unnatural beast is unsettled by his mere presence. This monster is a Battle Juggernaut. 20 1 Good Good Poor Poor

"Fear" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
,
"Knockdown" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
,
"Overrun" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
,
"Trample" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
,
"Damage Reduction" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
,
"Fast Healing" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full

Note[edit]

Note on Fear Effects
This article is written with the intention of using the Variant Fear rule set definitions of the fear penalties, regardless of whether the campaign uses normal fear rules in other scenarios or not and they are linked in each of the class abilities for your convenience. This class can be used with the normal fear rule set but this is not optimal.

Battle Juggernaut[edit]

In the midst of the fields of battle stands out one creature amongst the rest. A massive hulking figure who's blows knock his opponents to the waysides, and who charges across the battle field plowing and trampling over foes and then driving back yet another with ease. Every foe in range of this unnatural beast is unsettled by his mere presence. This monster is a Battle Juggernaut.

Making a Battle Juggernaut[edit]

Abilities: A Battle Juggernaut is a combatant first and foremost and as such Strength and Constitution allow him to kill his enemies faster and take more of their strikes without going down. Strength also determines lifting capacity which relates to how big of a creature a Battle Juggernaut can chokeslam. Charisma is also extremely important to the Battle Juggernaut as it strengthens his fear abilities and makes them harder to resist. Charisma also helps fuel a Battle Juggernaut's damage and saving throws.

Characteristics: A Battle Juggernaut is a shock trooper who controls the battle field through expert use of sunder, bulrush and overrun attacks, as well as devastating charge attacks. A Battle Juggernaut also protects his allies through use of his fear abilities by making his opponents so afraid of him that they cannot focus on his allies. He also controls enemies through battle stomp and choke slam.

Races: Physically imposing or intimidating races make for the best Battle Juggernauts such as Half-Giants, Half-Ogres and Goliaths. Dwarves and more charismatic Half-Orcs also make excellent Battle Juggernauts. Elf and Half-Elf Battle Juggernauts are extremely rare and Halfling and Gnome Battle Juggernauts are unheard of as their size and lack of tenacity make them unsuitable for the life of a Battle Juggernaut.

Alignment: Battle Juggernauts tend to lean towards evil alignments more often than not, but other more neutral alignments are common as well. A Battle Juggernaut is rarely ever good, helping others isn't in his lifestyle or belief system. Battle Juggernauts that mobilize tend to lean towards lawful alignments, but most Battle Juggernauts tend to lean towards more chaotic alignments. The most common alignment of a Battle Juggernaut is chaotic neutral.

Starting Gold: 6d4 times 10 gp (125 gp).

Starting Age: "Moderate" or "As fighter"

Table: The Battle Juggernaut

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Juggernaut, Fearless, Staredown, Battle Field Bully
2nd +2 +3 +0 +0 Confident Strike, Spiritual Vigor, Combat Brute
3rd +3 +3 +1 +1 Frightful Glare, Shock Trooper
4th +4 +4 +1 +1 Knockdown, Overrun
5th +5 +4 +1 +1 Flawless Stride, Trample
6th +6/+1 +5 +2 +2 Mass Staredown, Unbreakable 1/−
7th +7/+2 +5 +2 +2 Awesome Blow, Reckless Charge
8th +8/+3 +6 +2 +2 Sinister Scowl, Unbreakable 3/−
9th +9/+4 +6 +3 +3 Assault, Ruin
10th +10/+5 +7 +3 +3 Frightful Presence, Unbreakable 5/−
11th +11/+6/+1 +7 +3 +3 Chokeslam, Battle Sunder
12th +12/+7/+2 +8 +4 +4 Regen 1, Unbreakable 7/−
13th +13/+8/+3 +8 +4 +4 Battle Stomp, Lunge
14th +14/+9/+4 +9 +4 +4 Regen 2, Unbreakable 9/−
15th +15/+10/+5 +9 +5 +5 Onslaught
16th +16/+11/+6/+1 +10 +5 +5 Regen 3, Unbreakable 11/−
17th +17/+12/+7/+2 +10 +5 +5 Second Wind
18th +18/+13/+8/+3 +11 +6 +6 Regen 4, Unbreakable 13/−
19th +19/+14/+9/+4 +11 +6 +6 Fortification
20th +20/+15/+10/+5 +12 +6 +6 Unstoppable Juggernaut, Regen 5, Unbreakable 15/−

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str) Tumble (Dex)

Class Features[edit]

All of the following are class features of the Battle Juggernaut.

Weapon and Armor Proficiency: Battle Juggernauts are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (including tower shields).

Juggernaut (Su): A number of times per day equal to his class level + his Constitution modifier a Battle Juggernaut may assume a Juggernaut Form as a full round action. This lasts for 1 minute per class level or until dismissed. In this Form he gains +4 Strength, +4 Constitution and his carrying and lifting capacities are doubled. He grows physically larger and gains the Powerful Build feature allowing him to act in many ways as though he were one size category larger. Whenever a Battle Juggernaut is in his Juggernaut Form and he is subject to a size modifier or special size modifier for an opposed check (such as for grapple checks, Bull Rush attempts and trip attempts), the Battle Juggernaut is treated as one size larger if doing so is advantageous to him. A Battle Juggernaut in Juggernaut Form is also considered to be one size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect him. A Battle Juggernaut in Juggernaut Form can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature his actual size. This ability stacks with the effects of powers, spells and abilities that change a subjects size. If a Battle Juggernaut already has Powerful Build from another racial or class feature he instead becomes one size larger with the benefit of Powerful Build.

If the Battle Juggernaut uses the one of his fear inducing abilities while in his Juggernaut Form the presence of a Battle Juggernaut is so unsettling that any corporeal creature with an intelligence score of 12 or higher that normally has immunity to fear from the creature's type, such as undead and constructs, or any other creature with an intelligence of 8 or higher that gains immunity to fear through racial / class feature, or from a spell, spell-like ability or supernatural ability does not gain that benefit against a Battle Juggernaut and is susceptible to all the Battle Juggernaut's fear abilities, however, such creatures gain a +4 bonus on the save. Regardless, a Battle Juggernaut is not subject to another Battle Juggernaut's fear abilities.

Fearless (Ex): At 1st level, a Battle Juggernaut innately understands fear and intimidation. He knows that death is not something to be feared and becomes immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. The range of this bonus increases by +10 feet per 3 class levels. This ability functions while the Battle Juggernaut is conscious, but not while he is unconscious or dead.

Staredown (Ex): At 1st level, a Battle Juggernaut becomes able to strike fear into the hearts of his foes by his mere presence. He gains a bonus on all Intimidate checks equal 3 + his class level, and can also use this to demoralize an opponent as a move action (as opposed to a standard action) which causes them to become shaken for a number of rounds equal to the Battle Juggernaut's class level + is Charisma modifier (if positive).

In addition, any creature who fails their save against this ability also takes the same penalty on attack rolls for attacking any of the Battle Juggernauts allies that are within 30 feet of him as they take on attacking the Battle Juggernaut himself, as they are so paranoid, wanting to look over their shoulder at what the Battle Juggernaut is doing.

Any creature that successfully makes a save against a Battle Juggernaut's staredown ability (or any of its later improvements, including Frightful presence) only gains immunity to the ability for a number of rounds equal to their Wisdom modifier (minimum of 0 meaning they must reroll every time the Battle Juggernaut uses a fear ability) after which time they must reroll their save if they are subjected to the ability again.

Battle Field Bully (Ex): Starting at first level a Battle Juggernaut gains Power Attack and Improved Grapple as a bonus feats even if he does not meet the prerequisites. If he already has these as feats he may instead choose any other feat for which he qualifies. In addition a Battle Juggernaut gains a bonus equal to his class level on all Sunder, Bull Rush and Overrun attempts and an additional +2 bonus on attack and damage rolls when charging giving him a total of +4 attack, +2 Damage +2 Strength for Bull Rush and Overrun attempts and -2 AC.

Confident Strike (Ex): Starting at 2nd level, a Battle Juggernaut moves so assuredly and without hesitation that he becomes able to place his attacks where they deal greater damage. He applies his Charisma bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus he may have) with any melee weapon with which he is proficient. Targets immune to sneak attacks or critical hits are not immune to the Battle Juggernauts Sturdy Strike. A Battle Juggernaut cannot use this ability while carrying a heavy load.

Spiritual Vigor (Su) A Battle Juggernaut is a larger than life figure and exudes confidence at all times. Starting at 2nd level, a Battle Juggernaut gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Combat Brute (Ex): At 2nd level a Battle Juggernaut gains Improved Sunder and the Combat Brute (Tactical) feats as a bonus feats even if he does not meet the prerequisites. If he already had either of these as feats he may instead choose any other feat for which he qualifies. Combat Brute can be found on page 110 of the Complete Warrior.

Frightful Scowl (Ex): Beginning at 3rd level, a Battle Juggernaut's can choose to do a Frightful Stare in place of his Staredown ability. Any time he does a Frightful Stare he unnerves foes in such a manner that any creature affected by the Battle Juggernauts Frightful Stare ability are frightened instead of shaken.

In addition, any creature that fails its save against any one of the Battle Juggernaut's fear effects is so afraid of the Battle Juggernaut that they may not choose to target any other creature other than the Battle Juggernaut for as long as they fear him.

Shock Trooper (Ex): At 3rd level a Battle Juggernaut gains Improved Bull Rush and the Shock Trooper (Tactical) feat as bonus feats even if he does not meet the prerequisites. If he already had either of these as feats he may instead choose any other feat for which he qualifies. Shock Trooper can be found on page 112 of the Complete Warrior.

Knockdown (Ex): Anytime after 4th level, when the Battle Juggernaut takes on his Juggernaut Form, he gains the benefit of the Knock Down feat even if he doesn't meet the prerequisites.

Overrun (Ex): At 4th level a Battle Juggernaut gains Improved Overrun as a bonus feat even if he does not meet the prerequisites. If he already has Improved Overrun as a feat he may instead choose any other feat for which he qualifies.

Flawless Stride (Ex): Starting at 5th level, a Battle Juggernaut can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at his normal movement speed and without taking damage or suffering any other impairment. This ability also allows him to run and charge in situations where others cannot. He may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, and tumble over tables to get to his destination. Depending on the circumstances, he still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let him move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Battle Juggernaut retains this ability even when wearing heavy armor, or carrying a heavy load.

Trample (Ex): Starting at 5th level, if a Battle Juggernaut attempts to Overrun an opponent while in Juggernaut Form and if successful he may make 1 attack roll at his highest base attack bonus and deal 1d6 + Strength damage per 5 class levels against any opponent he knocks down. A Battle Juggernaut gains the standard +4 bonus on attack rolls against prone targets (See Overrun on page 157 of the Player's Handbook). Regardless of whether the attack hits, the Battle Juggernaut may continue his movement if so desired.

For example, if a 10th level Battle Juggernaut trampled an opponent it would deal 2d6 + Strength damage, a 15th level would deal 3d6 + Strength and so on.

Mass Staredown (Ex): Starting at 6th level, a Battle Juggernaut has sufficient presence that he can cow multiple foes. Using an Intimidate check the Battle Juggernaut can demoralize all opponents within 30 feet with a single move action. Any creature within 30 feet that fails the check becomes shaken.

Unbreakable (Ex): A Battle Juggernaut is incredibly durable and gains damage reduction 1/− starting at 6th level. This damage reduction increases by 2/− every even level after 6th (3/− at 8th level, 5/− at 10th level, 7/− at 12th level, 9/− at 14th level, 11/− at 16 level, 13/− at 18th level and 15/− at 20th level).

Awesome Blow (Ex): At 7th level, a Battle Juggernaut gains the custom feat Awesome Blow as a bonus feat, even if he does not meet the prerequsites. (Note this is meant to be the custom version of this feat, not the SRD version).

Reckless Charge (Ex): Anytime a Battle Juggernaut charges may instead move 3X his movement speed and he need not move in a straight line (any other restrictions still apply). Also when making a charge, in addition to dealing normal damage, he can initiate a bull rush without provoking an attack of opportunity. If the bull rush attempt succeeds the opponent is stunned unless he makes a Fortitude save (DC 10 + 1/2 the Battle Juggernauts class level + the Battle Juggernaut's Strength modifier).

If a Battle Juggernaut ever successfully bull rushes an opponent and drives them into a wall or another hard surface (not including other creatures) than the opponent must make a Fortitude save (DC = 5 + 1/2 the Battle Juggernaut's class level + the Battle Juggernaut's Strength modifier) or be stunned for 1 round.

Sinister Scowl (Ex): At 8th level, a Battle Juggernaut can choose to do a Sinister Scowl in place of his Staredown or Frightful Glare abilities. Any time he does a Sinister Scowl he unnerves foes in such a manner that any creature affected by the Battle Juggernauts Sinister Scowl ability becomes panicked. In addition, any creature that fails its save against Mass Staredown is now frightened instead of shaken.

Also starting at 8th level anytime a Battle Juggernaut uses any of his fear abilities (Staredown, Frightful Glare, Mass Staredown or Sinister Scowl) he may do so as a swift action rather than a move action.

Assault (Ex): Beginning at 9th level, anytime a Battle Juggernaut charges he gains an additional +2 bonus on attack and damage bringing his total bonuses and penalties for a charge up to +6 attack, +4 damage, +2 Strength for Bull Rush and Overrun attempts and −2 AC.

Ruin (Ex): Any time a Battle Juggernaut is in Juggernaut Form and makes a charge attack and makes a Sunder attack at the end of the charge in order to break a wall a Battle Juggernaut deals double damage. In addition if he rolls a successful critical hit, his doubled damage is multiplied by his weapons multiplier. For example: if Bane the Battle Juggernaut makes a charge attack to break a wall and is using a great axe. He rolls his damage and gets a total of 10 damage, he instead deals 20 damage. If the same attack were a critical hit, he would instead deal 60 damage; 20 for the doubled damage and then × 3 for the critical multiplier of a great axe. All normal rules for bypassing hardness still apply.

Frightful Presence (Ex): At 10th level, a Battle Juggernauts strength, durability and fighting prowess have become legendary. When the Battle Juggernaut draws his weapon, makes a charge or melee attack or gives a bellowing roar, any opponents within 40 feet with less hit dice than the Battle Juggernaut must succeed on a Will save (DC 20 + the Battle Juggernauts Charisma modifier) or become panicked for as long as they are in the Battle Juggernaut's presence and for 5d6 rounds there after if they have 2 less hit dice than the Battle Juggernaut's hit dice or less. Creatures become frightened for as long as they are in the Battle Juggernaut's presence and for 5d6 rounds there after if they have the same hit dice as the Battle Juggernaut's hit dice or less, or shaken for as long as they are in the Battle Juggernaut's presence and for 5d6 rounds there after if they have up to 2 more hit dice than the Battle Juggernaut. Creatures with 3 or more hit dice than the Battle Juggernaut are not affected. Any creature that successfully makes a save against a Battle Juggernaut's Frightful presence only gains immunity to the ability for a number of rounds equal to their Wisdom modifier (minimum of 0 meaning they must reroll every time the Battle Juggernaut uses this ability) after which time they must reroll their save if they are subjected to the ability again.

Chokeslam (Ex): As a full round action that provokes an attack of opportunity, a Battle Juggernaut of 11th level or higher, can reach out and grab the exposed throat of a target by making an opposed grapple check. If successful he is entitled to make an immediate DC 15 Strength check. If successful the grappled creature becomes paralyzed for this round.

Regardless of the results of the Strength check, the Battle Juggernaut may choose to hoist the grappled creature into the air above his head and then drive them into the ground. Doing this causes the grappled creature to take 1d6 damage per Strength modifier of the Battle Juggernaut + Strength damage and end prone. Any creature that breathes air and that takes more than 10 damage from this ability must make a Fortitude save (DC 10 + 1/2 the Battle Juggernaut's hit dice + the Battle Juggernaut's Strength modifier) or they have the wind knocked out of them and are dazed until the end of the following round.

A Battle Juggernaut may release the creature as he drives them down and he remains standing and the grapple ends. Alternatively, he can come all the way down to the ground with the creature and continue his grasp of the creatures neck. This choice must be made before rolling damage. If he goes to the ground with the creature he maintains the grapple and the opponent is prone and considered pinned, but is not paralyzed until the Battle Juggernaut's next turn. He may attempt to make another DC 15 Strength check next round as a free action to cause the effect again.

This ability only works on any basically Humanoid shaped creatures with narrow necks that weigh no more than his maximum medium load, and that are no more than 1 size category larger than the Battle Juggernaut because he must be able to effectively wrap his hand around the creatures neck. Because of that a Battle Juggernaut must have at least one hand free to do this. Any Humanoid shaped creature that is wearing metal armor that covers their throat, or that are immune to critical hits or who do not breathe are immune to the paralyzation effect but can still be hoisted and slammed. A Battle Juggernaut can use this ability against a creature that is a heavy load but must have 2 hands free and the creature takes only 1/2 damage.

For Example
The slam effect could work on the following non humanoid typed monsters: Azer, Bugbear, Choker, most but not all demons and devils Doppleganger, Efriti, Giants (assuming he could reach their throat), Grimlock, Guardinals, Harpy, Lillend, Werewolf, etc. This ability does not work on creatures whos necks are almost as broad as their torso, or who have only partially humanoid bodies like: Centaur, Hezrou, Dretch, Nalfeshnee, Galbrezu, Horn Devil, Ettercap, Ettin, Girallon, Gray Render, Marut, Kua-Toa, Lamia, Lammasu, Were-Bear, etc. This list is by no means all inclusive even in the scope of going alphabetically through the Monster Manual. This is meant as a base line example to allow you to determine if this ability would work on any of the thousands of creatures you might face. Note: while in Juggernaut Form, if the Battle Juggernaut becomes large, per DM discretion the slam ability might be able to be used against some of the creatures on this discluded list if the Battle Juggernaut could get his hand around the broad neck, like in the case of a Ettin, Kua-Toa or Werebear but probably still not on things with nearly no neck at all like Ettercap, Griallon and Gray Render.

Battle Sunder (Ex): Whenever an 11th level Battle Juggernaut strikes at any object or an opponent’s weapon for a sunder attempt, he ignores half of the object or weapon’s total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon or object that increase its hardness. This ability can also be used in conjunction with the Ruin ability.

Regen (Su): Starting at 12th level a Battle Juggernaut gains Regeneration 1. This bonus improves by +1 at every 2 levels there after (Regen 2 at 14th level, 3 at 16th level, 4 at 18th level and 5 at 20th level). This regeneration makes it so that all damage is considered non-lethal damage to the Battle Juggernaut unless the damage is fire or acid typed damage at which time it counts as lethal. If a Battle Juggernaut loses a limb or body part, the lost portion regrows in 3d6 minutes. The Battle Juggernaut can also reattach the severed member instantly by holding it to the stump.

Battle Stomp (Su): A Battle Juggernaut of 13th level or higher can stomp his foot on the ground incredibly hard as a move equivalent action causing a shockwave that spreads out 5 feet in all directions. Any creature adjacent to the Battle Juggernaut must make DC 25 balance check, or become prone.

Lunge (Ex): Starting at 13th level, after making a charge action, a Battle Juggernaut may reach 5 feet further for the attack at the end of his charge. This reach is for a single attack only.

Onslaught (Ex): Beginning at 15th level, anytime a Battle Juggernaut makes a charge, he may complete a full attack action against the target of his charge if he is within 5 feet of them. This benefit does not stack with the Lunge class feature.

Second Wind (Su): Once per day, a 17th level Battle Juggernaut can refocus himself by closing his eyes and taking a long deep breath as a full round action that provokes an attack of opportunity. Doing this removes all fatigue or exhaustion effects and restores the Battle Juggernaut back to full health. This does not remove any diseases, poisons or other adverse effects. Having his eyes closed makes him flat-footed until the end of the current round unless he possesses some other ability that helps him be aware when he cant see. A Battle Juggernaut may also just delay his turn until the end of the round before using this to prevent him from being flat-footed against anyones attacks. (See delaying actions on page 160 of the Player's Handbook).

Fortification (Su): A Battle Juggernaut of 19th level or higher becomes immune to all critical hits, sneak attacks, bleed effects and death attacks including coup de grace attacks.

Unstoppable Juggernaut (Ex): Each time a Battle Juggernaut either Overruns an opponent or sunders a wall in their path successfully during a charge he gains an additional +10 feet of movement speed and +4 bonus to any subsequent Overrun attempt or sunder checks made to break a wall during this action only. These bonuses stack for each successful check during this action but expire as soon as the charge action is done. The +4 bonus towards sunder attacks is applied before the multipliers of Ruin. The +4 bonus on sunder attempts for this ability is only while making a sunder attack at a wall (or maybe against a ceiling or floor if he changed his vertical and horizontal alignment via a spell or other effect) not against any other object or creature's weapon.

Epic Battle Juggernauts[edit]

Table: The Epic Battle Juggernaut

Hit Die: d12

Level Special
21st Epic Staredown, Bonus Feat
22nd Regen 6, Unbreakable 17/−
23rd Bonus Feat
24th Regen 7, Unbreakable 19/−
25th Bonus Feat
26th Regen 8, Unbreakable 21/−
27th Bonus Feat
28th Regen 9, Unbreakable 23/−
29th Bonus Feat
30th Regen 10, Unbreakable 25/−

2 + Int modifier skill points per level.

Epic Staredown: At 21th level the Battle Juggernaut has become a master of instilling fear in others. His bonus on using intimidate checks to demoralize opponents goes from 3 + class level to 10 + class level and the save of his frightful presence ability increases to DC 25 + the Battle Juggernauts Charisma modifier.

Bonus Feat: The epic Battle Juggernaut gains a bonus feat at 21st level and every 2 levels there after.

Human Battle Juggernaut Starting Package[edit]

Weapons: Bastard Sword.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Intimidate 4 Cha
Sense Motive 4 Wis

Feat: Exotic Weapon Proficiency (Bastard Sword)

Bonus Feats: Weapon Focus (Bastard Sword) from class, and Improved Inniative for Human.

Gear: Breastplate.

Gold: 6d4 X 10.

Campaign InFormation[edit]

Playing a Battle Juggernaut[edit]

Religion: Battle Juggernauts revere gods of strength and battle. Most Battle Juggernauts will worship Kord, followed by Erythnul and Hextor. Next most common is Gruumsh and on rare occasion a few will worship Nerull or St Cuthbert.

Other Classes: How a Battle Juggernaut gets along with other classes mostly depends on his alignment (and sometimes diety) and how that matches up or opposes another characters morality. As classes themselves, Battle Juggernauts tend to get along best with Fighters and Barbarians who they see as strong trustworthy allies on a battle field, and views favorably any ally with magic that they use to buff him up regardless of class. Battle Juggernauts tend to have strained relationships with both Paladins who they view as self righteous to a fault and Rogues and Bards who they usually find weak and in need of help in a fight.

Role: A Battle Juggernauts role in combat is to act as a Shock Trooper and to be a disruptive force against the enemies. He bulrushes, overruns and tramples enemies, sunders enemies weapons and uses his fear abilities to make enemies too distracted by him to be able to focus on anyone else. All while having enough hit points, damage reduction and regeneration to take the hits. He uses his battle stomp when he can get himself surrounded by enemies to knock them all to the ground and knocks pesky opponents clear across the battle field.

Advancement: A Battle Juggernaut that chooses to go to another class might do so to gain specialization in a certain weapon through levels of Fighter, or possibly Exotic Weapon Master found in the Complete Warrior. They could take levels in Reaping Mauler from the same book to enhance his grappling ability. A Battle Juggernaut that already as powerful build and becomes large in Juggernaut Form would qualify for the Hulking Hurler class from Complete Warrior and would only get use of his Hulking Hurler class abilities while in Juggernaut Form.

Battle Juggernauts in the World[edit]

I've never seen anything like him, so confident, and so strong. Our blows were like nothing to him. We outnumbered him 6 to 1, and he looked at us and said to us "Guys, this really isn't a fair fight! .. Your gonna need more people." .. Boy was he right ...
—Dekthar, Half-Orc Fighter

Adventures: Most Battle Juggernauts love to fight in battles and adventure both for the thrill of adventure and of the fights that entails. Others adventure as a way to collect treasures and gain notorious reputations. While Battle Juggernauts may enjoy the scenic views of travel while adventuring, they are not drawn to adventuring for that reason the way an Elf or a Gnome is.

Notables: Glek "Bane" Jakalobu who goes only by the name Bane, is an exiled Goliath and is a former Martial Artist turned Battle Juggernaut. Bane is notorious for his massive size, at 8'2" tall and 456 lbs, he is already nearly as big or bigger than a normal Battle Juggernauts while they are in their Juggernaut form and he isn't. Bane is also renown for fighting with no armor, but using metal gauntlets as weapons with which to channel his unarmed strikes. The scariest part about Bane is the night and day of his personality in and out of battle. Out of battle Bane is known for being cool, calm and collected (albeit a little on the serious side), and enjoying tea and meditation from his martial arts days. Some have even called their interactions with him to be pleasant at times, but when he needs to enter battle and enters his Juggernaut Form, he releases "the monster", and it's said that he is the most fearsome Juggernaut to have ever existed.

Organizations: Battle Juggernauts on rare occasion might travel in a pair or in a group of 3, but this is extremely rare. Most often Battle Juggernauts don't seek each other out and have only a minimal respect for one another. They generally don't feel beholden to help another Battle Juggernaut any more than they would any other stranger. For Battle Juggernauts to assemble there would need to be some obvious and dire threat to them as a class, and even then, that alliance would be volatile at best. But if they were to get on the same page under a strong leader, lord help whoever brought them together, for their days would surely be over.

NPC Reactions: NPC's tend to be scared of Battle Juggernauts, even when they are not in Juggernaut Form. Battle Juggernaut's tend to carry themselves in a "don't mess with me" kind of way, and be a little on the mean side. An NPC would likely mistaken most Battle Juggernauts for either a Barbarian or Fighter depending how he dressed and on the NPCs personal world experiences.

Battle Juggernaut Lore[edit]

Characters with a lore skill or ranks in Knowledge (History) can research Battle Juggernauts to learn more about them. When a character makes a skill check, read or paraphrase the following, including inFormation from lower DCs.

Knowledge (History)
DC Result
10 Battle Juggernauts are fearsome opponents who can grow almost twice as big as a normal man and who send opponents flying across the battle field with a single blow.
15 They are battle field bullies who shove opponents to the wayside and run completely over them. They also say a Battle Juggernaut can lop a warriors weapon in 2 and even run through walls.
20 The stomp of a Battle Juggernaut's foot is enough to send grown men toppling to the floor and if a Battle Juggernaut gets ahold of a man he can throw the around like a rag doll or even chokeslam him to the ground.
30 A Battle Juggernaut can seem impervious to pain at times and even if a Battle Juggernaut loses a limb it regrows in mere minutes. A character that achieves this level of success can also learn the history, current location and even information on a specific Battle Juggernaut.

Battle Juggernauts in the Game[edit]

Adaptation: A Battle Juggernaut would make an excellent "Champion" of a gladiator arena or pit or he could be the head of the guards for a local castle or even private body guard for a wealthy Noble or Aristocrat.

Sample Encounter:

Glek "Bane" Jaekalobu (Normal)
Goliath Martial Artist 4 / Battle Juggernaut 11
Size/Type: Medium Monstrous Humanoid
Hit Dice: 4d10 (45) + 11d12 (71) + (60 con) (176 averaged 232 maximum hp)
Initiative: 6 (1 Dex, 1 M.Arts, 4 Feat)
Speed: 40 ft
Armor Class: Normal 27 (Armor +7, Dex +1, Wis +4, M. Arts +5), touch 20, flat-footed 26
Base Attack/Grapple: 15/34 (15 BAB, 6 Str, 1 Dex, 4 Improved Grab, 4 Compentence, 4 Size)
Attack: Unarmed Strike +22 melee 3d8 + 7 19-20×2 (+4 Confirmation)
Full Attack: Flurry of Blows +22/+22/+17/+12 3d8 + 7 19-20×2 (+4 Confirmation)
Space/Reach: 5 ft/5 ft
Special Attacks: Natural Grappler, Acrobatic Combatant, Ki Strike (Magic), Body Shield, Juggernaut Form, Staredown, Battle Field Bully, Confident Strike, Frightful Scowl, Trample, Mass Staredown, Reckless Charge, Sinister Scowl, Assault, Ruin, Frightful Presence, Chokeslam
Special Qualities: Powerful Build, Acclimated, Monk-like AC/Movement/Unarmed bonus, Uncanny Dodge, Fearless, Spiritual Vigor, Flawless Stride, Unbreakable 9/−, Regeneration 2
Saves: Fort 23, Ref 16, Will 16
Abilities: Str 23, Dex 12, Con 18, Int 10, Wis 18, Cha 20
Skills: Intimidate 23, Jump 16, Sense Motive 13, Tumble 13
Feats: Unarmed Strike, Improved Grapple, Exotic Weapon Proficiency (Gauntlets), Close Quarters Combat, Combat Reflexes, Improved Initiative, Power Attack, Deflect Arrows, Improved Sunder, Combat Brute, Ascetic Juggernaut, Improved Bulrush, Shock Trooper, Knock-Down, Improved Overrun, Improved Critical (Unarmed Strike), Awesome Blow, Flying Kick, Leap Attack
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure: +1 Gauntlets of Ki Focus, Bracers of Armor +7, Bag of Holding (III), Periapt of Wisdom +2, Cloak of Resistance +2, Backpack, Acid Flask, Anti-toxin vial, Bedroll, Belt Pouch, Caltrop X4, Crowbar, Flask, Flint and Steel, Grappling Hook X2, Hammer, Ink Vial, Ink Pen X2, Parchment X10, Piton X10, Silk Rope 50ft, Smokestick X5, Sunrod X2, Tent, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 308 gp
Alignment: Lawful Neutral
Advancement:
Level Adjustment:


Glek "Bane" Jaekalobu (Juggernaut Form)
Goliath Martial Artist 4 / Battle Juggernaut 11
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d10 (45) + 11d12 (71) + (84 con) (200 averaged 256 maximum hp)
Initiative: 6 (1 Dex, 1 M.Arts, 4 Feat)
Speed: 40 ft
Armor Class: Normal 26 (Armor +7, Dex +1, Wis +4, M. Arts +5, -1 Size), touch 19, flat-footed 25
Base Attack/Grapple: 15/40 (15 BAB, 8 Str, 1 Dex, 4 Improved Grab, 4 Compentence, 8 Size)
Attack: Unarmed Strike +24 melee 4d8 + 9 19-20×2 (+4 Confirmation)
Full Attack: Flurry of Blows +24/+24/+19/+14 4d8 + 9 19-20×2 (+4 Confirmation)
Space/Reach: 10 ft/10 ft
Special Attacks: Natural Grappler, Acrobatic Combatant, Ki Strike (Magic), Body Shield, Juggernaut Form, Staredown, Battle Field Bully, Confident Strike, Frightful Scowl, Trample, Mass Staredown, Reckless Charge, Sinister Scowl, Assault, Ruin, Frightful Presence, Chokeslam
Special Qualities: Powerful Build, Acclimated, Monk-like AC/Movement/Unarmed bonus, Uncanny Dodge, Fearless, Spiritual Vigor, Flawless Stride, Unbreakable 9/−, Regeneration 2
Saves: Fort 25, Ref 16, Will 16
Abilities: Str 27, Dex 12, Con 22, Int 10, Wis 18, Cha 20
Skills: Intimidate 23, Jump 16, Sense Motive 13, Tumble 13
Feats: Unarmed Strike, Improved Grapple, Exotic Weapon Proficiency (Gauntlets), Close Quarters Combat, Combat Reflexes, Improved Initiative, Power Attack, Deflect Arrows, Improved Sunder, Combat Brute, Ascetic Juggernaut, Improved Bulrush, Shock Trooper, Knock-Down, Improved Overrun, Improved Critical (Unarmed Strike), Awesome Blow, Flying Kick, Leap Attack
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure: +1 Gauntlets of Ki Focus, Bracers of Armor +7, Bag of Holding (III), Periapt of Wisdom +2, Cloak of Resistance +2, Backpack, Acid Flask, Anti-toxin vial, Bedroll, Belt Pouch, Caltrop X4, Crowbar, Flask, Flint and Steel, Grappling Hook X2, Hammer, Ink Vial, Ink Pen X2, Parchment X10, Piton X10, Silk Rope 50ft, Smokestick X5, Sunrod X2, Tent, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 308 gp
Alignment: Lawful Neutral
Advancement:
Level Adjustment:


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Mystic Form, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Fusion Dance, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Monsters Adamantoise, Ash Viper, Behemoth, Bomb, Cactuar, Drake, Malboro V.2, Murder of Crows, Tangle Tree, Tonberry
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



Back to Main Page3.5e HomebrewClassesBase Classes

AlignmentLawful Neutral +
Article BalanceHigh +
AuthorThe-Marksman +
Base Attack Bonus ProgressionGood +
Challenge Rating16 +
Class Ability ProgressionFull +
EnvironmentAny +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Level Adjustment+
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SizeMedium + and Large +
SkillClimb +, Craft +, Intimidate +, Jump +, Profession +, Sense Motive +, Swim + and Tumble +
Skill Points2 +
SummaryIn the midst of the fields of battle stand
In the midst of the fields of battle stands out one creature amongst the rest. A massive hulking figure who's blows knock his opponents to the waysides, and who charges across the battle field plowing and trampling over foes and then driving back yet another with ease. Every foe in range of this unnatural beast is unsettled by his mere presence. This monster is a Battle Juggernaut.
ence. This monster is a Battle Juggernaut. +
TitleBattle Juggernaut +
TypeMonstrous Humanoid +
Will Save ProgressionPoor +