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Juggernaut

Part construct, all adventurer. Juggernauts are enchanted with additional energies, similar to those that empower golems. Some scholars say that the first juggernauts were created by the Mageflame to be elite super soldiers of the Ivory Throne, others point out that when artificers gather in one place, setting up workshops and competitively advancing arcane research, it doesn’t take long for abandoned experiments and leftover parts to start building up, which the curious and outright recklessly power hungry will soon snatch up for a good price.

Overview

Play style: Augmented warriors with incredible health and the ability to quickly recover from damage, juggernauts are even more dangerous when not attacked. This is a front line class and talent choices can make them even better suited to drawing, surviving, and recovering from enemy attacks.
A simpler class to play, with combat options coming from talent selection, juggernauts looking for more complexity can learn artificer spells, much like paladins can choose to learn cleric spells.
Ability Scores: Your primarily used attribute when attacking is Strength. Constitution gives you more hit points and adds to your class Vitality score.
Backgrounds: Possible backgrounds include: Magical trash compactor, elite super soldier, apprentice of the enchanted forges, Godsblood cult escapee, wizard's bodyguard.
Icons: You had the Conqueror at ‘enhanced super soldiers’. The Mageflame has been said to have created the first of the juggernauts, and the Ivory Throne is said to employ them. In the forge halls of the Lord of the Forge, juggernauts are known as forge risen and count mostly forgeborn among their numbers. You could build a relationship with any of the icons.
Want a juggernaut created by druidic rituals associated with the Wildwalker? Take Missile Launcher, Spiky and Unstoppable Force to represent the powers of animated plants and charging behemoths. Uniquely empowered warriors could aid any of the icons' agendas.

Gear

Juggernauts at 1st level starts with a couple of melee weapons, a ranged weapon, armor and practical, mundane equipment depending on their backgrounds, and any other practical items available in workshops the juggernaut may have upgraded themselves in.
Juggernauts will often modify their equipment to achieve tactical advantages in combat. This doesn’t affect the game mechanics for those items, but you could tie this narratively to something else you do in-game from your class abilities or your backgrounds.
Like other classes, juggernauts begin at 1st level with a healing potion.

Juggernaut Armor

Juggernauts typically prefer the best protection they can get, and that usually consists of solid pieces of metal plate.

Armour Type Base AC Atk Penalty
None 10
Light 13
Heavy 14
Shield +1

Juggernaut Weapons

Conventional weapons, outlandish weapons, unfinished golem parts have all been known to have been wielded by juggernauts. While best suited to melee combat, juggernauts are familiar with ranged weapons and can be dangerous at range when they need to be.
Juggernauts appreciate the craftsmanship and utility of weaponry. While fighters may see them as tools, juggernauts may see them even further integrated into the utilitarian panoply that results from their own upgrades and modifications. Sprung fist blades anyone? Shoulder mounted crossbow?

One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 mace, shortsword 1d8 spear
Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe
Two-weapon fighting Two 1-H weapons, hit w/nat 2
Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 heavy crossbow 1d8 longbow

Level Progression

Juggernaut Level Total Hit Points Recovery Dice Total Feats Class Talents Vigor Level-up Ability Bonuses* Damage Bonus From Ability Score
Level 1 (9 + CON mod) x 3 1d12 + CON mod 1 adventurer 3 3 + CON mod ability modifier
Level 2 (9 + CON mod) x 4 2d12 + CON mod 2 adventurer 3 4 + CON mod ability modifier
Level 3 (9 + CON mod) x 5 3d12 + CON mod 3 adventurer 3 5 + CON mod ability modifier
Level 4 (9 + CON mod) x 6 4d12 + CON mod 4 adventurer 3 6 + CON mod +1 to 3 abilities ability modifier
Level 5 (9 + CON mod) x 8 5d12 + (CON Mod x 2) 4 adventurer 1 champion 4 8 + (CON Mod x 2) 2 x ability modifier
Level 6 (9 + CON mod) x 10 6d12 + (CON Mod x 2) 4 adventurer 2 champion 4 10 + (CON Mod x 2) 2 x ability modifier
Level 7 (9 + CON mod) x 12 7d12 + (CON Mod x 2) 4 adventurer 3 champion 4 12 + (CON Mod x 2) +1 to 4 abilities 2 x ability modifier
Level 8 (9 + CON mod) x 16 8d12 + (CON Mod x 4) + 10 4 adventurer 3 champion 1 epic 5 16 + (CON Mod x 4) 4 x ability modifier
Level 9 (9 + CON mod) x 20 9d12 + (CON Mod x 4) + 20 4 adventurer 3 champion 2 epic 5 20 + (CON Mod x 4) 4 x ability modifier
Level 10 (9 + CON mod) x 24 10d12 + (CON Mod x 4) + 30 mod 4 adventurer 3 champion 3 epic 5 24 + (CON Mod x 4) +1 to5 abilities 4 x ability modifier

* Unlike the other columns, the Ability Score Bonuses column doesn’t show your total bonuses at that level. At 4th level, choose three ability scores and add +1 to them. At 7th level, choose four ability scores to gain +1, and at 10th level, choose five ability scores to gain another +1.

Stats

Key Ability Scores Strength, Constitution
Initiative Dex mod + Level
Armor Class (heavy armor) 14 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and heavy armor) 15 + middle mod of Con/Dex/Wis + Level
Physical Defense 12 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (9 + Con mod) x Level modifier (see level progression chart)
Recoveries Usually 9 (because of Extra Tough)
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level

Juggernaut Basic Attacks

Juggernaut Basic Melee Attack

Melee attack; At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
5th–7th level: Weapon + (Str mod × 2)
8th level: Weapon + (Str mod × 4) + 5
9th level: Weapon + (Str mod × 4) + 10
10th level: Weapon + (Str mod × 4) +15
Miss: Damage equal to your level.

Juggernaut Basic Ranged Attack

Ranged attack; At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss:

Class Features

Vigor

Vigor is a core feature of the juggernaut class. At each level this is calculated by adding the hit point multiplier in the level progression chart and adding it to your Con modifier (5th: Con x 2; 8th: Con x 4). The vigor value calculation is included in the level progression chart.
Adventurer feat: While enemies outnumber you and your allies (counting a mob of mooks as a single enemy), your vigor is calculated as 1 point higher (5th: 2 points; 8th: 4 points).
Adventurer feat: Whilst there is at least one triple (or greater) strength enemy in a battle, your vigor is calculated as 1 point higher (5th: 2 points; 8th: 4 points).
Champion Feat (replaces Adv): You gain the benefit of both Adventurer feats.

Resurgent Vigor

For expanded options with this feature, see Resurgent Vigor Expanded Options at the end of this document.
Once per battle when spending a recovery while staggered, also heal hit points equal to your Vigor.
Adventurer Feat: Your next attack after spending a recovery gains a +3 bonus to hit.

Existential Threat

You gain uses of Existential Threat from enemy actions. Each time an enemy action meets one of the following 3 criteria, you gain a use of the Existential Threat attack in that battle:
1/battle, the first time one of your allies becomes staggered.
1/battle, the first time an enemy rolls a crit against you or one of your allies.
Once per round, when an enemy you are engaged with makes an attack that targets your allies and not you.
Example: Since your last turn, the party wizard has been your first ally to be critically hit (one use), and this also made them your first ally to be staggered (one use), and the goblin you are engaged with also decided to attack the bard engaged with them instead of you (another use), this will give you 3 uses of the Existential Threat attack this battle.

Existential Threat Attack

Melee attack; Once per battle for each time an Existential Threat trigger has been met.
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Vigor + Strength damage.
Miss: Damage equal to your level plus the Escalation Die (5th: ED x 2; 8th: ED x 4).
Adventurer Feat: Once per battle when you hit with Existential Threat Attack, instead of adding your Vigor to the damage, deal damage equal to half your Vigor to 1d4+1 nearby enemies instead.

Heavy Duty Parts

You start with nine recoveries instead of the usual eight, and if you are a single class juggernaut, you gain the Strong Recovery feat for free.
Adventurer Feat: The first time you become staggered each battle, gain temporary hit points equal to your Vigor.
Champion Feat: When you take a critical hit, roll an easy save (6+). On a success, reduce the damage by your Vigor.

Hit Point Threshold

Many juggernaut powers have a stronger effect when cast against enemies whose current hit point total is at or below a certain number, the hit point “threshold”. The number is as below.
1st Target with 34 hp or fewer
2nd Target with 40 hp or fewer
3rd Target with 52 hp or fewer
4th Target with 68 hp or fewer
5th Target with 80 hp or fewer
6th Target with 104 hp or fewer
7th Target with 136 hp or fewer
8th Target with 208 hp or fewer
9th Target with 268 hp or fewer
10th Target with 272 hp or fewer
11th Target with 320 hp or fewer
For higher levels, double the number 3 levels lower.

Talents

Energy Converter

Once per battle, take damage equal to your level to end a temporary effect on yourself (5th: 2/battle).
Once per battle when you successfully roll a save or an enemy misses you with an attack, gain temporary hit points equal to your Vigor.
Adventurer Feat: Once per battle as an interrupt action, when an enemy ability causing cold, fire, force, holy, lightning, necro, poison, psychic or thunder damage targets one of your nearby allies, you can make yourself the target instead. Reduce any damage this causes to you by your Vigor.
Champion Feat (requires Adv): You can now teleport to engage the enemy that triggers the Adventurer feat ability
Epic Feat: When you roll a natural 16+ on a save, a nearby ally can roll a save to end a temporary effect.

Energy Core

Once per battle make the following close-quarters attack as a quick action.
Target: One nearby enemy
Attack: Strength + Level vs. PD
Hit: Cold, fire or lightning damage equal to your Vigor (Choose damage type at beginning of each arc).
Miss: Damage equal to your level.
Adventurer Feat: Once per battle when you miss with an attack, deal half damage of your chosen core damage type instead of the usual miss effect.
Champion Feat: Once per arc as a quick action, deal damage of your chosen core damage type equal to your Vigor to each enemy you are engaged with.
Epic Feat: One per arc as a free action at any time, give yourself and your nearby allies resist 16+ to the damage type of your core until the end of the battle. This means you can apply it when an enemy hits with an attack dealing the selected damage type.

Locus of Power

Once per battle as an interrupt action, when a nearby willing ally is casting a spell that targets AC or PD, they can cast the spell using your position as the origin point of the spell. For purposes of ranged spells triggering opportunity attacks, your ally still counts as being the caster, while you also count as being engaged at the point of origin (if that is advantageous to the caster's spell). If the first attack roll hits, it deals additional damage equal to your Vigor.
Adventurer Feat: Hit or miss, the spell also deals damage equal to your level x 2 to a target of the spell.
Champion Feat: You gain the following 2 abilities:
If the spell targets a random number of targets, your ally can choose to reroll the number of targets, keeping the new result. If this reroll results in the maximum number of targets for the spell, you lose the reroll ability until your next full rest.
If the spell has only a single target, its crit range expands by 2. If the single target spell results in a crit, you lose the crit range boosting ability until your next full rest.
Epic Feat: On a hit, your ally can choose to negate all of the target’s resistances (save ends). If the spell has only a single target, the save is hard (16+).

Missile Launcher

You gain the missile launcher attack:

Same as juggernaut basic ranged attack except…
1/battle
Special: Before making your attack, modify the attack as per the effects of either Keen, Lethal Strike or Lucky Stray ammunition (see GG p.179). This can be in addition to the power of any attuned magical ammunition you may choose to use with this attack.
Attack, Hit and Miss: As per your basic melee attack.
Adventurer Feat: Once per battle when making a melee attack on a confused, dazed, stuck, stunned or weakened enemy you are engaged with, declare you’re going to try and skewer them. If you hit, deal ongoing damage equal to your Vigor.
Champion Feat: Deal ongoing damage equal to your level to a nearby enemy if the first attack roll hits.
Epic Feat: You can use missile launcher 2/battle.

Resurgent Healing

Once per battle as a quick action, heal yourself using a recovery and give yourself or a nearby ally an amount of temporary hit points equal to your Vigor.
Adventurer Feat: You can heal the nearby ally a number of hit points equal to your Vigor instead.
Champion Feat: If you use Resurgent Healing while staggered, add your Vigor to the total healed.
Epic Feat: Gain a bonus to your next attack roll after using Resurgent Healing equal to your Constitution modifier.
Zenith Feat: Once per arc you can use Resurgent Healing as an interrupt action when reduced to zero hit points. When you do so, a nearby ally can heal using a free recovery and can roll a save against each save ends effect affecting them.

Self Forged

Choose one artificer spell of your level or lower. That spell is now part of your powers. You can select War Crafter artificer spells. You cast the selected spell as if you were an artificer. (As usual, you’re free to change the spell when you get a full heal-up.) You can use your Constitution as the attack ability for artificer spells you cast.
Adventurer Feat: You can use your melee weapon as an arcane implement. You can use Strength as the attack ability for artificer spells you cast. Bonuses that a magic weapon provides to the attacks also apply to these spells.
Champion Feat: You can now cast two artificer spells of your level or lower.
Epic Feat: At the beginning of each arc create an epic-tier item to fill one of your empty chakra slots. The enchantment lasts until your next full heal-up. The GM has final say on what enchantments are available to you (for further advice for yourself and the GM see the artificer Enchanter talent).

Speed Boosters

Add your Constitution modifier to your initiative rolls.
For one turn each battle, you are immune to opportunity attacks.
Once per battle gain an additional quick action on your turn.
Adventurer Feat: Once per battle you can use an additional move action on your turn when the Escalation die is 2+.
Champion Feat: Once per battle when the escalation die is 3+, you can lose hit points equal to your level x 2 to make a no-trigger attack as a free action.
Epic Feat: Once per battle as a move action, you can fly to a nearby location you can see without provoking opportunity attacks.

Spiky

Whether your armor is obviously covered in spikes, or if you have concealed blades up your sleeves, enemies mess with you at their peril.
Once per battle as an interrupt action, when a nearby enemy rolls a natural attack roll equal to or less than the sum of 5 plus the escalation die, deal ongoing damage to that enemy equal to your vigor.
Adventurer Feat: Once per battle, and at-will when the Escalation Die is 4+, add additional damage equal to your level to a missed attack.
Champion Feat: The first time you are staggered in a battle, as an interrupt, you can deal damage equal to your Vigor to the enemy that staggered you. If the damage was not due to an enemy, deal the damage to the nearest enemy.
Epic Feat: You can make any instances of damage from this talent ongoing damage.

Stunning Strikes

Once per battle when you roll a natural 16+ on an attack roll and the target meets the hit point threshold after taking the damage, you can make that target dazed (save ends). Any of your allies engaged with the target can pop free from it if they wish.
Adventurer Feat: When you roll a natural 20 on an attack roll, the target is weakened until the end of your next turn.
Champion Feat: You can make another nearby enemy meeting the hit point threshold dazed (save ends) as well.
Epic Feat: Targets you daze with Stunning Strikes also take ongoing damage equal to your level x 2.

Unstoppable Force

Once per battle as a standard action, you can move to engage an enemy you were not engaged with at the start of your turn and make a melee attack against it. You cannot be intercepted during this movement, but the movement must be in a relatively straight line (consider the battlefield, could you charge the distance?). If the attack hits, deal additional damage equal to your Vigor.
Adventurer Feat: If you drop an enemy with the melee attack using this power, you gain an additional move action this turn.
Champion Feat: On a hit, add damage to Unstoppable Force equal to your Constitution modifier x 2 (8th level: CON x 4).
Epic Feat: If you drop a non-mook enemy with the melee attack using this power, you gain an additional standard action this turn.

Champion Tier Talents

Energy Source

Special: Requires Energy Core or Energy Converter
On the first round of battle, and when the escalation die is even, your attacks also deal ongoing cold, fire or lightning damage equal to your level on a hit (Choose damage type at beginning of each arc, this must match the damage type from Energy Core if you have it).
In addition, all your attacks can deal the same damage type if you want them to.
Champion Feat: Choose an at-will sorcerer spell of your level. Once per battle you can cast this spell as quick action. You cannot learn the spell feats, but you can change the spell during each full heal up.
Epic Feat (requires Champ): When you score a critical hit against a construct or caster enemy, cast the at-will sorcerer spell as a free action. This does not provoke opportunity attacks.

Poison Chamber

Once per battle make the following close-quarters attack:
Targets: 1d3+1 nearby enemies
Attack: Strength + Level vs. PD
Hit: Poison damage equal to your level x 2, and ongoing poison damage equal to your Vigor
Miss: Poison damage equal to your level x 2.
Champion Feat: Twice per arc, when an enemy meeting the hit point threshold hits you with a melee attack, make that enemy weakened until the end of its next turn.
Epic Feat (replaces Champ): As per champion feat, and your crit range with Poison Chamber expands by one (usually 19-20).

Surging Violence

Until the first time you crit each battle, the number of times you have been hit in this battle and the Escalation Die add to your crit range. When you crit, this bonus effect ends and your crit range returns to normal.
Champion Feat: When you have one or more Skulls, you gain a +1 bonus to your crit range. When you have two or more Skulls, the bonus increases to +2 to your crit range.
Epic Feat: When you roll a crit, deal damage equal to your Vigor to a nearby enemy engaged with you or one of your nearby allies.

Epic Tier Talents

Built-in Armory

Your armor becomes a host for animated weaponry and pieces of armor.
Animated Armor Pieces: Once per arc as a quick action, give yourself or a nearby ally temporary hit points equal to double your Vigor. When these temporary hit points end, you or a nearby ally can make a save to end a temporary effect.
Folding Polearm/Wrecking Ball: 2 battles per arc, as both a quick and a move action, deal damage equal to your Vigor to a nearby enemy.
Side-arms: Once per battle as a free action on your turn, when the escalation die is odd and you are engaged with more than one enemy, deal damage equal to your Vigor to one of the enemies you are engaged with.
Epic Feat: The animated armor is now 2 battles/arc.
Epic Feat: The polearm/wrecking ball is now per battle.
Epic Feat: The side-arms will now damage a number of enemies you are engaged with up to your Constitution modifier.

Armored Apparatus

You gain damage resistance 14+ to attacks vs your AC.
When you take a move action when the escalation die is even, roll a normal save. On a success, you gain an additional move action that turn. This additional move action cannot itself be downgraded to a quick action.
You gain the Trample ability:
Trample: Once per battle you can move through the spaces occupied by up to 2 enemies to engage a 3rd enemy, all of which must be in a relatively straight line (consider the battlefield, could you charge the distance?). This movement does not trigger opportunity attacks. The first 2 enemies you trample take damage equal to your Vigor. If you use a melee attack on engaging the 3rd enemy, deal additional damage equal to your Vigor on a hit.
Epic Feat: Heal hit points equal to your Vigor when you use Trample. If this takes you to maximum health, or you are already at full health, any leftover becomes temporary hit points instead, and in this instance can even add to any other temporary hit points you already have.

Juggernaut Multiclass

See Multiclassing for general multiclassing rules.

Juggernauts count as skillful warriors. Your weapon dice don’t drop one step if both of your classes count as skillful warriors.

You don’t get the juggernauts’ normal bonus talents at 5th and 8th level, instead receiving them at 6th level and 9th level.

Key Modifiers

Key Modifier Other class
Str/Dex Monk, Ranger, Rogue
Str/Con Abomination, Barbarian, Fighter
Str/Int Artificer, Necromancer, Occultist, Psion, Swordmage, Wizard
Str/Wis Cleric, Druid, Fateweaver, Shaman
Str/Cha Bard, Chaos Mage, Commander, Dragonthane, Emotive, Paladin, Sorcerer, Warlock

Optional Content
The optional content below adds some complexity to the class.
Resurgent Vigor Expanded Options
Once per battle when spending a recovery while staggered, also heal hit points equal to your Vigor.
Instead of healing, you can use one of the options that match a talent you have. You can use each option 1/arc.
Conduit of Power: You gain an additional use of conduit of power this battle. With this use your ally can apply additional damage equal to your vigor to all targets they hit with the spell, but if it’s cast against multiple targets, you take damage equal to half your Vigor for every target your ally misses with the spell.
Energy Core: Select one nearby enemy meeting the hit point threshold. That enemy becomes Vulnerable to the damage type matching your core (save ends).
Energy Converter: Choose an effect that you have successfully saved against this arc (if any). If your next melee attack hits, apply that effect to the target (save ends).
Missile Launcher: Your next melee attack becomes close-quarters for half damage and targeting up to 4 nearby enemies in a group.
Resurgent Healing: You heal hit points equal to half your Vigor at the start of your turn until the end of the battle.
Self Forged: Cast either Armoring Strike or Disrupt Armor as a move action on your next turn.
Speed Boosters: Select a nearby ally. That ally gains an additional move action on their next turn.
Spiky: Make the following attack:
Same as juggernaut basic melee attack except…
Close-quarters power
Target: One nearby enemy
Attack: Strength + Level vs. PD
Hit: Ongoing damage equal to your Vigor.
Stunning Strikes: The next target you hit that meets the hit point threshold after taking the damage becomes shocked (easy save, 6+ ends).
Unstoppable Force: Select a nearby ally. That ally cannot be intercepted the next time they move.

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