Jugger Grimrod
I haven't figured the armor yet...
Jugger Grimrod
Tough 3/Strong 2/Dreadnought 2/Soldier 3/ Helix Warrior 4 CR 14; Medium-size humanoid; HD 3d10+3 plus 2d8+3, 2d12+4, 3d10+6, 4d10+8 plus 6; HP 116; Mas 16; Init +2; Spd 30 ft; Defense 21, touch 21, flatfooted 19 (+0 size, +2 Dex, +9 class); BAB +11; Grap +14; Atk +14/+9/+4 melee (1d4+3, wrist blade), or +14/+9/+4 ranged (2d6+2, laser rifle w/ weapon focus); FS 5 ft by 5 ft; Reach 5 ft; SQ mutation; AL himself, Nomad, Legion; SV Fort +13, Ref +6, Will +7; AP X; Rep +2; Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8.
Occupation: Criminal (Gamble, Sleight of Hand)
Skills (57): Intimidate +5 (-1 CHR, +6 Ranks), Gamble (+1 Wis, +1 Rank), Jump +6 (+2 STR, +4 Rank), Knowledge (Streetwise) +1 (+1 Rank), Knowledge (Tactics) +6 (+6 Rank), Listen +9 (+6 Rank, +1 WIS, +2 Alertness), Sleight of Hand +3 (+2 DEX, +1 Rank), Spot +8 (+1 WIS, +5 Rank, +2 Alertness), Survival +9 (+1 WIS, +8 Rank), Demolitions +6 (+6 rank), Drive +3 (+2 Dex, +1 Rank), Hide +8 (Dex +2, +6 Ranks), Navigate +4 (+4 Ranks), Move Silently +8 (Dex +2, +6 Ranks)
Feats: Alertness, Track, Personal Firearms Proficiency, Toughness, Improved Damage Threshold (Mas +3), Combat Martial Arts (1d4+2 damage), Advanced Firearms Proficiency, Armor Proficiency (light), Endurance, Ultra Immune System, Armor Proficiency (medium)
Tough
Talents: Robust (+3 hp), Stamina
Strong
Talents: Melee Smash +1 (melee damage)
Class Features:
Fearless (immune to fear - except Claustrophobia)
Stability (+4 stability bonus tripped, overrun, knocked prone or bullrushed)
Unhindered (armor penalty +2)
Ability Surge (+8 STR, -2 DEF, 2 rounds, then fatigued for 2 rounds)
Steamroller No movement before making overrun vs. opponent. +2 trip attack vs. blockers
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Weapon Focus (+1 to attack - laser rifle)
Weapon Specialization (+2 damage - laser rifle)
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Haul - STR +4 for carrying capacity
Light Sleeper - Listen check while sleeping
Survivor - additional 1d6 Action dice for saving throw
Darkvision - 60ft
Strong as an Ox - carrying capacity as a Large creature
Note: Jugger has the minor scent mutation:
SCENT [MINOR]
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
MP Cost: 2.
Benefit: You gain the scent special ability.
...and a new drawback:
PHOBIA [MINOR] - Claustrophobia
You are unnaturally afraid of a single situation, creature, or object.
MP Value: 2
Drawback:
If the source of your fear is within sight, you are panicked until the source of your fear is no longer a threat, to the point of injuring yourself (Int check DC 15 to prevent serious injury - success indicates you are cowering) (jumping off of a cliff, fleeing into the path of traffic, or bashing yourself against an obstruction until unconscious). Note: The 'Fearless' class feature does not apply to a Phobia.