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<blockquote data-quote="Cleon" data-source="post: 6792600" data-attributes="member: 57383"><p>The basics of that'll work fine. For the XXX damage we could add a column to the Guardian Juggernaut Natural Attack Table.</p><p></p><p>We also need to say what action it involves - the original took a "full round".</p><p></p><p>Oh, any shouldn't we say how far the juggernaut can move before making its Stomp?</p><p></p><p>Hows about:</p><p></p><p><strong>Stomp (Ex):</strong> A Huge or larger guardian juggernaut can stomp an opponent two or more size categories smaller than itself. This is a special full-round action during which the juggernaut moves up to twice its ground speed and attempts to move into its opponent's space. If the victim fails a Reflex save, the opponent takes bludgeoning damage as listed in the "Stomp" column of the Guardian Juggernaut Natural Attacks Table, following which the juggernaut may either pin or kick the opponent. If the victim succeeds at the Reflex save, the victim takes half damage, the juggernaut's movement ends next to the opponent's space, and the opponent may make an attack of opportunity against the juggernaut.</p><p></p><p>If the juggernaut pins its opponent, the victim automatically taking stomp damage during the next round unless the juggernaut moves off them. If the juggernaut chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents continue to take stomp damage each round if they don’t escape.</p><p></p><p>If the juggernaut kicks the opponent, the victim travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled plus stomp damage from the kick.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6792600, member: 57383"] The basics of that'll work fine. For the XXX damage we could add a column to the Guardian Juggernaut Natural Attack Table. We also need to say what action it involves - the original took a "full round". Oh, any shouldn't we say how far the juggernaut can move before making its Stomp? Hows about: [B]Stomp (Ex):[/B] A Huge or larger guardian juggernaut can stomp an opponent two or more size categories smaller than itself. This is a special full-round action during which the juggernaut moves up to twice its ground speed and attempts to move into its opponent's space. If the victim fails a Reflex save, the opponent takes bludgeoning damage as listed in the "Stomp" column of the Guardian Juggernaut Natural Attacks Table, following which the juggernaut may either pin or kick the opponent. If the victim succeeds at the Reflex save, the victim takes half damage, the juggernaut's movement ends next to the opponent's space, and the opponent may make an attack of opportunity against the juggernaut. If the juggernaut pins its opponent, the victim automatically taking stomp damage during the next round unless the juggernaut moves off them. If the juggernaut chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents continue to take stomp damage each round if they don’t escape. If the juggernaut kicks the opponent, the victim travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled plus stomp damage from the kick. [/QUOTE]
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