Written by Andrew M. “FishXXIII” Popowich
Often as tall and wide as a mountain, the Juggernaut is more of a small wall than a large man. So determined to not fall against his enemies, the Juggernaut can even inspire his allies to stand and fight.
Vitality: 1d10 plus Constitution bonus per level.
To become a juggernaut, an agent must meet all of the following requirements:
Agent Level: 5+
Base Attack Bonus: 5+
Feats: Endurance, Quick Healer, Toughness.
The juggernaut’s class skills are Balance, Climb, Concentration, Craft, Demolitions, First Aid, Intimidate, Jump, Listen, Profession, Sense Motive, Sport, Surveillance, Survival, and Swim.
Skill Points at Each Level: 4 + Int modifier.
All the following are class features of the Juggernaut.
Class Feats: The juggernaut gains the following feats at 1st level; Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Weapon Group Proficiency (Hurled), Weapon Group Proficiency (Handgun), Weapon Group Proficiency (Melee), Weapon Group Proficiency (Rifle), Weapon Group Proficiency (Tactical).
Unstoppable: Spend 1 action dice to ignore any effect that would slow or stop Juggernaut. If effect additionally deals damage or other effects, additional effects affect Juggernaut normally. This is the juggernaut’s core ability.
Firm Grip: Constitution bonus/Session. If reduced below 0 wp, automatically stablize.
Hard as Rocks: Vitality and Wounds – Gain both vitality and wounds from all previous Toughness feats and any future Toughness feats. 2x – Double vitality and wounds from all previous Toughness feats and any future Toughness feats..
Damage Reduction: Reduce damage taking by listed amount. Cannot reduce damage below 0 (if reduced damage to 0, suffer 2 subdual). Stacks with DR from armor, equipment, and other sources.
Bricks in the Wall: Ally – Adjacent ally gains Juggernaut level temporary vitality. Lasts Juggernaut’s Constitution bonus rounds, after, lose bonus vitality. Team – Team members adjacent to Juggernaut or adjacent to team members adjacent to Juggernaut gain Ally benefit.
Stand your Ground: Ignore any effects that would force Juggernaut Prone. Juggernaut may go Prone if desired.
Down but Not Out: If attack would causes unconscious or similar status (including Subdual damage), make Fortitude save (DC = Damage Dealt) to remain conscious. If reduced to 0 wp, continue to take actions until -10 wp. Still die at -10 wp.
Clear Headed: Ignore Stunned and Staggered status effects.
Be the Mountain: Gain +2 permanent Inherent bonus to Constitution. Ignore Fatigued status.
|1||+1||+2||+0||+2||+1||+0||1||0||Unstoppable, firm grip|
|2||+2||+3||+0||+3||+2||+1||2||1||Hard as rocks (vitality and wounds)|
|3||+3||+3||+1||+3||+3||+1||3||1||Damage reduction 1/-|
|4||+4||+4||+1||+4||+3||+2||4||2||Bricks in the wall (ally), stand your ground|
|5||+5||+4||+1||+4||+4||+2||5||2||Damage reduction 2/-|
|6||+6||+5||+2||+5||+5||+2||6||3||Down but not out|
|7||+7||+5||+2||+5||+6||+3||7||3||Damage reduction 3/-, hard as rocks (2x)|
|8||+8||+6||+2||+6||+6||+3||8||4||Bricks in the wall (team), clear headed|
|9||+9||+6||+3||+6||+7||+4||9||4||Damage reduction 4/-|
|10||+10||+7||+3||+7||+8||+4||10||5||Be the mountain|