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JUGGERNAUT

Game Design, Writing, and Editing


Mattieu Bgin and Richard Farrese

Graphic Design and Logos
Stphane Richard

Juggernaut Illustration
Jason Antaya

Layout
Richard Farrese

Proofreading
Jenifer Brault


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.



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Warriors of the Wild: Juggernaut by Mattieu Bgin and Richard Farrese, Copyright 2008. All rights reserved.

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version 1.0a: Any and all Paragon and Warriors of the Wild logos and identifying marks and trade dress; all artwork, symbols, graphic design and illustrations. The above
Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, all class names, texts, rules, character names and statistic blocks are
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the Open Game Content portions of this product are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE Warriors of the Wild:
Juggernaut by Mattieu Bgin and Richard Farrese, 2008 (contact info paragonpublishing@videotron.ca). This material is protected under the copyright laws of the United
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To contact us: paragonpublishing@videotron.ca




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

Special
1st +1 +2 +0 +0 Determined charge, pushing past nuisances
2nd +2 +3 +0 +0 Savage assault
3rd +3 +3 +1 +1 Momentum (+1 size category)
4th +4 +4 +1 +1 Diehard
5th +5 +4 +1 +1 Strong as a horse
6th +6 +5 +2 +2 Fearless
7th +7 +5 +2 +2 Unshakable resolve
8th +8 +6 +2 +2 Momentum (+2 size category)
9th +9 +6 +3 +3 Unstoppable force
10th +10 +7 +3 +3 Opportunistic trampler


Warriors of the Wild: Juggernaut 3

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.
































Warriors of the Wild: Juggernaut 5
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Warriors of the Wild: Juggernaut Copyright 2008, Mattieu
Bgin and Richard Farrese.

Warriors of the Wild: Juggernaut 6

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