Lets Build a Juggernaut!

rowport

First Post
Hey, CCH! I have another option for you to consider, posted below in the spoiler block. Bludgeon is a warforged fighter melee specialist. Using warforged feats, he gets extra slam attacks as secondary attacks.

He would require some editing, but a good starting point for you, a level 5 Fighter headed toward Juggernaut, built using 25 point buy. I also show the future progression here:

Warforged Fighter 1 Battle Hardened (+3 Init, +3 vs. fear); Adamantine Body
Warforged Fighter 2 Bonus Warforged Feat (Second Slam)
Fighter 3 Weapon Focus (warhammer)
Warforged Fighter 4 Body as Weapon (+2 damage slam or component); +1 STR (to 18)
Fighter 5
Fighter 6 Bonus Feat (Power Attack); Improved Bull Rush
Warforged Juggernaut 1 Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved
Warforged Juggernaut 2 Charge Bonus +1, Construct Perfection +1, Extended Charge; +1 STR (to 19)
Warforged Juggernaut 3 Construct Perfection II, Healing Immunity, Superior Bull Rush; Weapon Specialization (warhammer)
Warforged Juggernaut 4 Armor Spikes 1d8, Charge Bonus +2, Construct Perfection III
Warforged Juggernaut 5 Construct Perfection IV, Greater Powerful Charge
Fighter 7 Brutal Strike; +1 STR (to 20)
Fighter 8 Bonus Feat (Melee Weapon Mastery)
Fighter 9
Fighter 10 Bonus Feat (Shock Trooper); Brute Fighting
Fighter 11 +1 STR (to 21)
Fighter 12 Bonus Feat (Crushing Strike)
Fighter 13 Improved Natural Attack (slam)
Fighter 14 Bonus Feat (Cleave)
Fighter 15 +1 STR (to 22)

Warforged Juggernaut (ECS83)
Pre-Req: Warforged; BAB+5; Adamantine Body, Improved Bull Rush, Power Attack


[sblock]Bludgeon, War Hero of Korvaire CR5
Male personality warforged fighter 5
LN Medium construct (living)
Init +1; Senses Listen -1, Spot -1
Languages Common
Action Points: 7

AC 22, Touch 12, Flatfooted 21; DR 2/adamantine; light fortification (25% negate critical hits)
(+1 Dex, +8 armor, +1 deflection, +2 shield)
hp 67 (5 HD)
Immune poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickening, energy drain
Resist +2 vs. fear
Fort +7, Ref +2, Will +0

Speed 20’
Melee +1 armhammer +10 (1d8+6/20/x3) or +1 armhammer +10 (1d8+6 20/x3) and 2 slams +4/+4 (1d4+5/20/x2)
Ranged masterwork composite longbow +7 (1d8+3/20/x3)
Base Atk +5; Grp +8
Combat Gear potions of barkskin +3 (2), potions of bull’s strength (2)

Abilities Str 17, Dex 12, Con 16, Int 10, Wis 8, Cha 6
SQ battle hardened, body as weapon, warforged traits
Feats Adamantine Body, Second Slam b, Weapon Focus (warhammer)
Skills Intimidate +6, Knowledge (local) +8
Possessions combat gear plus +1 armhammer, masterwork large steel shield, masterwork [Str 16] composite longbow, arrows (60), +1 ring of protection, backpack, flint & steel, rope (50’)

Feats:
ADAMANTINE BODY [WARFORGED]
At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

SECOND SLAM [WARFORGED]
You have learned to use your form to the utmost and can make two slam attacks.
Prerequisites: Warforged, base attack bonus +6.
Benefit: You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a -5 penalty, and deals your normal slam attack damage.
Special: A fighter can select Second Slam as one of his fighter bonus feats.

WEAPON FOCUS
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

[/sblock]
 

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CCH_LLC

First Post
rowport said:
Hey, CCH! I have another option for you to consider, posted below in the spoiler block. Bludgeon is a warforged fighter melee specialist. Using warforged feats, he gets extra slam attacks as secondary attacks.

He would require some editing, but a good starting point for you, a level 5 Fighter headed toward Juggernaut, built using 25 point buy. I also show the future progression here:

Warforged Fighter 1 Battle Hardened (+3 Init, +3 vs. fear); Adamantine Body
Warforged Fighter 2 Bonus Warforged Feat (Second Slam)
Fighter 3 Weapon Focus (warhammer)
Warforged Fighter 4 Body as Weapon (+2 damage slam or component); +1 STR (to 18)
Fighter 5
Fighter 6 Bonus Feat (Power Attack); Improved Bull Rush
Warforged Juggernaut 1 Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved
Warforged Juggernaut 2 Charge Bonus +1, Construct Perfection +1, Extended Charge; +1 STR (to 19)
Warforged Juggernaut 3 Construct Perfection II, Healing Immunity, Superior Bull Rush; Weapon Specialization (warhammer)
Warforged Juggernaut 4 Armor Spikes 1d8, Charge Bonus +2, Construct Perfection III
Warforged Juggernaut 5 Construct Perfection IV, Greater Powerful Charge
Fighter 7 Brutal Strike; +1 STR (to 20)
Fighter 8 Bonus Feat (Melee Weapon Mastery)
Fighter 9
Fighter 10 Bonus Feat (Shock Trooper); Brute Fighting
Fighter 11 +1 STR (to 21)
Fighter 12 Bonus Feat (Crushing Strike)
Fighter 13 Improved Natural Attack (slam)
Fighter 14 Bonus Feat (Cleave)
Fighter 15 +1 STR (to 22)

Warforged Juggernaut (ECS83)
Pre-Req: Warforged; BAB+5; Adamantine Body, Improved Bull Rush, Power Attack


[sblock]Bludgeon, War Hero of Korvaire CR5
Male personality warforged fighter 5
LN Medium construct (living)
Init +1; Senses Listen -1, Spot -1
Languages Common
Action Points: 7

AC 22, Touch 12, Flatfooted 21; DR 2/adamantine; light fortification (25% negate critical hits)
(+1 Dex, +8 armor, +1 deflection, +2 shield)
hp 67 (5 HD)
Immune poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickening, energy drain
Resist +2 vs. fear
Fort +7, Ref +2, Will +0

Speed 20’
Melee +1 armhammer +10 (1d8+6/20/x3) or +1 armhammer +10 (1d8+6 20/x3) and 2 slams +4/+4 (1d4+5/20/x2)
Ranged masterwork composite longbow +7 (1d8+3/20/x3)
Base Atk +5; Grp +8
Combat Gear potions of barkskin +3 (2), potions of bull’s strength (2)

Abilities Str 17, Dex 12, Con 16, Int 10, Wis 8, Cha 6
SQ battle hardened, body as weapon, warforged traits
Feats Adamantine Body, Second Slam b, Weapon Focus (warhammer)
Skills Intimidate +6, Knowledge (local) +8
Possessions combat gear plus +1 armhammer, masterwork large steel shield, masterwork [Str 16] composite longbow, arrows (60), +1 ring of protection, backpack, flint & steel, rope (50’)

Feats:
ADAMANTINE BODY [WARFORGED]
At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

SECOND SLAM [WARFORGED]
You have learned to use your form to the utmost and can make two slam attacks.
Prerequisites: Warforged, base attack bonus +6.
Benefit: You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a -5 penalty, and deals your normal slam attack damage.
Special: A fighter can select Second Slam as one of his fighter bonus feats.

WEAPON FOCUS
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

[/sblock]

That is also a quality build, I like all of the ideas that I am seeing here. It is certainly giving me a lot of options.
 

castro3nw

First Post
rowport said:
Warforged Fighter 2 Bonus Warforged Feat (Second Slam)


SECOND SLAM [WARFORGED]
You have learned to use your form to the utmost and can make two slam attacks.
Prerequisites: Warforged, base attack bonus +6.
Benefit: You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a -5 penalty, and deals your normal slam attack damage.
Special: A fighter can select Second Slam as one of his fighter bonus feats.

Emphasis mine... The substitution level says you still have to meet prereq's...
 

rowport

First Post
castro3nw said:
Emphasis mine... The substitution level says you still have to meet prereq's...
Castro-

Good catch, dude! Since it was a bonus feat I was thinking that any warforged feat was eligible-- I did not read carefully enough. Hmm....
 

castro3nw

First Post
I really think that with the Juggernaut's affinity for charging, if your DM accepts Complete Champion, then Lion Totem Barbarian (for Pounce) is the way to go.

Further, if you can find room for it, Strength Devotion (also comp. champ.) looks really cool. Overcome dr/adamantine and bump up your slam attack damage... Might have to show a little devotion towards a god with the Strength Domain though... Choices in Eberron include Dol Dorn (or just The Host) or The Becoming God (which, heck.. yer a warforged.. go for it)

If you can pull it off, and get the DM's approval... Might try:

1: barbarian1 -- +lion totem/-fast movement c1 feat:Adamantine body
2: fighter1 -- f1 feat:power attack
3: WF fighter 2 -- wf feat: shocking fist c3 feat: improved bull rush
4: figher3 -- cry
5: WF fighter4 -- body as weapon
6: juggernaut1 -- c6 feat: (a weapon focus or strength devotion) juggernaut stuff
7: juggernaut2 -- juggernaut stuff

of course...
a) Have to allow racial sub. levels and allow you to take some but not others. (i like them all ok, but ya gotta give up one to get into juggy by 6)
b) Have to allow alternate class features
c) Shocking Fist is in Player's Guide to Eberron pg. 151
d) Your slam will eventually be doing as much or more damage than anything else (I think)
e) I'm far from perfect, so could just be amusing and not that powerful (I like amusing)
 

Slaved

First Post
While it is not the greatest book it is too bad the dungeon master is not allowing complete psionics in this case.

If he had been I would recommend Ranger 1 (favored enemy depends on who trained you, but the most likely canidates in eberron would be human, elf, and undead I believe)/Barbarian 1 (substitute out rage and fast movement, gain pounce and whirling frenzy)/Ardent 2 (mantle choices being 3 out of destruction, freedom, light and darkness, physical power, and time; whatever is best for the character concept)/Fighter 2/Warforged Juggernaut 1

For feats not required by the prestige class extra whirling frenzy (modified from extra rage) would be good.

In a back story everything before the fighter levels happens pre-day of mourning. Until then it was seen as a robot with no soul who only followed orders. It had the best instructors, was sent on tough missions, and was generally trained to be able to handle any sort of situation that might come up. After the day of mourning it wandered without a cause, longing for simpler times, and gaining those levels of fighter. During this time though it found a way to turn itself back to simpler times, become more construct like, focus inwards so that the outside world mattered much less.

In the group figure out who will be giving your character its orders. Establish a pecking order, even if it only applies in your warforges mind.

This character would be rather obscenely deadly.
 

CCH_LLC

First Post
Slaved said:
While it is not the greatest book it is too bad the dungeon master is not allowing complete psionics in this case... This character would be rather obscenely deadly.


I do like that conceptually, but I think I am going to go straight fighter to Juggernaut, for the sake of simplicity, and to keep the character sheet a bit cleaner, as I am still sort of new to this.

I do really like the fluff aspects though, I am personally looking at a character who during the last war always the first one into the fight (I am calling him Breach), and while physically very destructive and someone who seeming swims in a sea of violence, has a gentle and mellow personality. Having seen the war he decided to focus on stopping conflicts before they can get to that scale by whatever means the situation dictate. For him the path of Juggernaut is a sacrifice that he must make to protect others, and as such he will always charge ahead of his group to try to ensure their safety.

That is a bit hokey, but whatever.

Also I am thinking of going with an armblade for my warforged, is that worth it, or should I use a battlefist and if so can i handle a normal weapon while using one of those and would i still get the bonus on slam damage?

I am going to print out this thread tomorrow to take to the game with me when I physically roll up the character, if anyone has anymore good ideas please share them!
 
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castro3nw

First Post
Battlefist doesn't say exactly whether or not you can still use that hand for other normal things, but I would assume you could probably put one on your off-hand just for the slam attack buffing... (probably)

Otherwise, if you're looking at an armblade.. Don't forget that as listed, it's a bastard sword, and thus requires EWP:bastard sword. However the Component section on that same page declares that any character who can make a magic item can make the same item as a component. If you don't want a bastard sword, you could probably talk to the DM and get a longsword armblade, or whatever other magic weapon you're interested in. Looking at the price listed for a normal armblade, it doesn't seem to increase any for being able to attach it to your arm vs. being just a normal sword.
 

CCH_LLC

First Post
castro3nw said:
Battlefist doesn't say exactly whether or not you can still use that hand for other normal things, but I would assume you could probably put one on your off-hand just for the slam attack buffing... (probably)

Otherwise, if you're looking at an armblade.. Don't forget that as listed, it's a bastard sword, and thus requires EWP:bastard sword. However the Component section on that same page declares that any character who can make a magic item can make the same item as a component. If you don't want a bastard sword, you could probably talk to the DM and get a longsword armblade, or whatever other magic weapon you're interested in. Looking at the price listed for a normal armblade, it doesn't seem to increase any for being able to attach it to your arm vs. being just a normal sword.

I would be doing it mainly for flavor, and so that I could use a large damage output weapon and a shield at the same time. I also like the idea of being able to lock in different weapons for different tasks, such as the battlefist and armbow as well.
 

CCH_LLC

First Post
I think I have enough information form this thread to make an effective Juggernaut, and for that I thank you all. Before my game tomorrow I was hoping that some of you could give me suggestions to pass along to our Artificer as to how to make the most effective combo possible. He is 9th level straight artificer, also a warforged.
 

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