View Full Version : Juggernaut of Yotta [Base Class]

Baron Corm
2007-04-04, 07:12 PM
Juggernauts of Yotta (hereafter "juggernauts") are a crew of rapscallions dedicated to the god Yotta, who is god of aberrations. Yotta grants them increased physical presence, in return for their neverending loyalty. Juggernauts, over time, become aberrations themselves. They gain a long-ranged tendril (and later two) which can be used to bring far away opponents closer to them. They gain multiple slam attacks in the form of giant appendages and their skin hardens enough that they barely resemble the race they once were.

By level 6 or 7, the juggernaut is noticeably different from other members of his race. By level 13 or 14, he can be clearly distinguished as a worshipper of Yotta, and will likely be driven out of towns by mobs, though not all juggernauts are evil and some have their place in a goodly adventuring group.

Juggernaut of Yotta

Level 1: Ponderous, girth
Level 2: Damage reduction 1/-
Level 3: Hold breath (4x)
Level 4: Scorpion (30 ft.)
Level 5: Meat hammer
Level 6: Powerful build, damage reduction 2/-
Level 7: Meat hammer
Level 8: Scorpion (Close)
Level 9: Hold breath (6x)
Level 10: Ponderous, damage reduction 3/-
Level 11: Meat hammer
Level 12: Scorpion (Medium)
Level 13: Meat hammer, aberrative carapace
Level 14: Ponderous, damage reduction 4/-
Level 15: Tenderizer, hold breath (8x)
Level 16: Scorpion (Long)
Level 17: Meat hammer
Level 18: Damage reduction 5/-
Level 19: Double scorpion
Level 20: Mutant

Deity: Must worship Yotta
Alignment: Chaotic Evil, Chaotic Neutral, Neutral, or Neutral Evil
Hit Die: d12
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: 4/4
Base Saves: High Fortitude, Low Reflex, Low Will
Class Skills: Climb, Intimidate, Jump, Swim, Spot, Listen, Sense Motive, Knowledge (dungeoneering), Knowledge (the planes), Search

Class Features

Weapon and Armor Proficiency

A juggernaut is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Ponderous (Ex)

The juggernaut's land speed is slower than the norm for his race by 10 feet. This will not bring his land speed lower than 10 feet. The juggernaut's speed is not furthur reduced for wearing armor.

When wearing any armor, the juggernaut's maximum Dexterity bonus to AC decreases by 2, his armor check penalty increases by 3, and his arcane spell failure chance increases by 10% (even with classes such as bard). This cannot bring his maximum Dexterity bonus to AC to less than 0. The juggernaut can, however, sleep in any armor without becoming fatigued the next day.

The juggernaut's skin is too bulky to fit under heavy armor. At level 10, he is restricted to light armor. At level 14, he can no longer wear armor. The juggernaut may buy specially crafted armor at three times the cost (after all other modifications).

Girth (Ex)

The juggernaut is able to add his Constitution modifier to damage rolls with a melee weapon, and anywhere else that he would normally apply his Strength modifier to damage. It is multiplied in any instance where his Strength modifier would be (such as with 2-handed weapons). He also gains his Constitution modifier as a natural armor bonus to AC, which stacks with any racial natural armor he might have.

Damage Reduction (Ex)

At second level, the juggernaut gains damage reduction 1/-, which rises an additional point every four levels thereafter. This can take the form of scales, bony protrusions, thick, slimy membranes, or whatever the character wants it to be.

Hold Breath (Ex)

At third level the juggernaut can hold his breath for a number of rounds equal to 4 times his Constitution score before he risks drowning or suffocation. This increases at level 9 to 6 times his Constitution score, and at level 15 to 8 times his Constitution score.

Scorpion (Ex)

At fourth level, the juggernaut gains a special ability that allows him to pull an enemy to him from as far away as 30 ft. as a standard action. An organic rope shoots out of his outstretched hand (or his chest, or wherever he decides to contain it) and attempts to latch onto his opponent. This provokes an attack of opportunity against the scorpion (which is an extension of you, but has only your touch AC). If it is damaged, the grapple attempt fails, and you suffer effects from the attack as normal. The Improved Grapple feat works as normal for this ability.

If the juggernaut succeeds on a ranged touch attack and a subsequent grapple check, his enemy is brought into the square directly in front of the juggernaut and they are considered to be grappling. If there are not enough unoccupied squares directly in front of the juggeranut for the creature to fit in, he may not use this ability.

The juggernaut gains a bonus to the ranged touch attack and the grapple check to pull the creature in (but not to remain in the grapple) equal to his Constitution modifier. After using his scorpion, he may not use it again for another 2d4 rounds after he ceases to be grappling with the creature he brought in.

At level 8, this ability has a range of Close (25 ft. + 5 ft./2 levels). At level 12 this ability has a range of Medium (100 ft. + 10 ft./level). At level 16 this ability has a range of Long (400 ft. + 40 ft./level). The juggernaut must be able to see his target for this ability to function.

Meat Hammer (Ex)

At level 5, the juggernaut gains a slam attack dealing 1d8 damage. At level 7, it deals 1 point of vile damage to any creature struck with it. At level 11, the juggernaut gains an additional slam attack. At level 13, it deals 1d10 damage. At level 17, it deals 1 point of Constitution damage to any creature struck with it.

When making a single attack action, such as after a charge, the juggernaut may attack with both of his slams if he forgoes attacking with his weapon. This includes dealing damage for initiating a grapple. A juggernaut's slam attack is treated as chaotic for the purposes of overcoming damage reduction.

The juggernaut's slam attacks take the form of giant appendages protruding from his flesh (commonly his back). When the juggernaut gains a slam attack at levels 5 and 11, he chooses whether that individual slam attack deals piercing, bludgeoning, or slashing damage. This cannot be changed until level 15 (see Tenderizer below).

Powerful Build (Ex)

At level 6, the juggernaut gains the advantages of Powerful Build. He is treated as one size larger whenever it is advantageous to him. He may use items sized for a creature one size catagory larger without penalty, but his space and reach remain those of a creature of his actual size.

Aberrative Carapace (Ex)

At level 13, the juggernaut gains spell resistance equal to his current juggernaut level + 10.

Tenderizer (Ex)

Beginning at level 15, the juggernaut's slam attacks have the option of dealing slashing, piercing, or bludgeoning damage, at the juggernaut's option.

Double Scorpion (Ex)

At level 19, the juggernaut gains an additional scorpion which he can use to draw in foes. He no longer needs an unoccupied square directly in front of him, although he does enough unoccupied squares adjacent to him for the creature to occupy. The juggernaut is considered to be grappling with any creatures brought in by his scorpion. He may take a full-round's worth of grappling actions with each of them in a single round. His two scorpions have a separate 2d4 round recharge time. The juggernaut may either use both at once as a full-round action or separately as individual standard actions.

Mutant (Ex)

At level 20, the juggernaut's type changes to Aberration. His body is nearly a sentient being by itself, constantly repairing and optimizing itself. He heals 1 point of ability damage or 2 points of hp damage every round, with hp damage always taking first priority. The juggernaut may choose which ability score is to be healed first, if there is more than one damaged.


A juggernaut who is no longer of an acceptable alignment or ceases to revere Yotta retains all class features but is unable to gain another class level until he atones. Yotta typically sends a group of aberrations to kill a juggernaut who no longer worships her.