Help design a CR13~15 Warforged Juggernaut NPC

CosmoHorizon

First Post
Hey guys.

In our 3.5ed campaign the DM is planning on putting in a character I built out of fun. It's a half-minotaur (permanantly enlarged) warforged with major titan bloodline wielding a gargantuan greataxe. The half-minotaur template is more just a physical trait than actually being a half-minotaur.

The build is quite straight forward: 6 Dungencrasher Fighter/5 Warforged Juggernaut/x Warhulk. Key feats are combat brute, shock trooper and knockback.

Here's the problem. Within our party we have an angelic superman whose a Half-celestial cleric/paladin type character who can buff himself to a truly titanic proportions (STR in excess of 34 and a AC of mid 50s at ECL 13 and a super Intiative that when combined with Smite and Belt of Battle can kill nearly any one creature in a single round), and the DM is most likely going to be throwing in a permanant Anti-Magic field around him like those colossal constructs in Epic Level handbook, just so that he could strip off the paladin's buff and knock his face in.

The problem is, the rest of the party are more or less magic-oriented characters who spontaneously deficates themselves at the mere mention of the word anti-magic field.

What the DM planned with this character is to beat down the paladin's ego a bit, but I thnk he fails to grasp what that character is capable of doing to the rest of us. I raised that point with him after he let slip what he had palnned, and he had tasked me to find a way that will allow this NPC to stand up to the Paladin without stripping him of his buffs.

So, I turn to you veterans here, what would be a possible way to make this warforged being able to stand up to the super paladin without resorting to having permanant anti-magic field?
 
Last edited:

log in or register to remove this ad


Hehehe.

I laugh at antimagic fields.

Hey, know what you should take levels in?

Cancer Mage.
We have an Abujrant Champion, a Shadowcaster and a Spellscale Master of Unseen Hands in a party of mixed Good and a single Lawful Evil character who have quite a healthy interaction with the rest of the party despite her evilness.

No Cancer Mage I'm afraid :(
 

Pity. Arbitrarily high Strength and AC would go a long way to helping.

You should consider going into Frenzied Berserker, then.

If you go War Hulk, grab a Skillfull weapon, which sets your BAB to 3/4th, making up for the loss of BAB.
 
Last edited:

I thought the Warforged Juggernaut to be absolutely sensational class, apparently not much love for it eh? Immunity to Death, Critical and all forms of Mind-effecting spells is pretty intense.

Frenzied Berserker is pretty good, but I'm not 100% on using rage to replace the benefit of Warhulk. Maybe a mixture of Warhulk and Barbarian then? Since a warforged has Fighter as preferred class, it's probably not exceedingly difficult to get rid of a few Warhulk level and get some Barbarian loving. Is it numerically superior though?
 


I think what will end up happening is this:
Half-Minotaur Warforged w/ Major Titan bloodline
1 Barbrian (Bear Totem)/6 Dungencrasher Fighter/3 Warforged Juggernaut/1 Frenzied Berserker/3 Warhulk

With Rage and Frenzy turned on during suprise round, it gets a strength of 48 and as a Huge Creature with Improved Grab and a reach of 15ft, it'll get an AoO as he's coming in to charge it. It's got a BAB of 10 and all up, if the Warforged elect to Sunder as the AoO, then he'll hit with a sunder mod of 29+d20 and will deal a damage of 6d6+27 to his shield, quite easily sundering it and bringing his AC down to about 35, which means that he'll be hit by Combat Brute. It can then initiate an improved grab which the warforged should quite easily beat the Paladin, thereby nullifying his Belt of Battle.

This should work?
 


At first level, all that the Bear Totem gives you is the Toughness feat.

UA Bear Totem gives Toughness.
Complete Champion Bear Totem gives Improved Grab.

Another potential alternative for your DM is to have the Juggernaut somehow ignore divine magic (and thus render the Paladin's buffs ineffectual). It would take a great deal of Houserule-finagling, and is perhaps not the most elegant solution, but it's an idea.
 

Does it have to be a Warforged melee character? I know that's how the problem was presented, but it strikes me as the wrong approach: you're taking on this character directly where his strengths lie, i.e. in melee combat.

Something like a Druid optimised for Kelpstrand abuse (or any one of about a billion other combinations involving spellcasters) is far more likely to ruin the Paladin's day.
 

Pets & Sidekicks

Remove ads

Top